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Total Party Kill -- How do you recover?
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<blockquote data-quote="Pyske" data-source="post: 392456" data-attributes="member: 3567"><p>Sure, glad to. Just bear in mind (in case I haven't clarified this enough): this is not something in writing. It's just what we generally agree about in my group.</p><p></p><p>Fudging: permitted in moderation. Expected to prevent senseless or story-killing results. Expected to be as seamless and unnoticable as possible (i.e. we do not use "rewinding time") and fudge behind a screen. Note that I allow this of my players, as well. Matter of trust.</p><p></p><p>Absences: I expect reasonable notice, 3 days before if possible (and ASAP if something unforeseen comes up). XP is witheld for absences, but if players start falling behind, I will advance them to be at the bottom end the same general powerlevel (or "usefulness level" more accurately) as the rest of the party. </p><p></p><p>For absences without notice, I call the second time within a month or two to make sure my expectations are clear; after that, I boot the player (rare, as I'm a pretty well-appreciated DM).</p><p></p><p>Sporadic players are not booted, but are written into a less critical role in the plotlines.</p><p></p><p>PCs of absent players are in the "gimp suit" (thanks Crothian); they are as passive as the situation will permit; they are left behind (out of danger) at the first opportunity. Death is possible during absence, but I try REAL hard to avoid it.</p><p></p><p>The session is cancelled if we have fewer than 50% attendance for a session.</p><p></p><p>Characters: Broken characters get rejected. Niche overlaps are discouraged. Evil characters and anti-party characters by permission only, and discouraged (might allow "slightly variant agenda" or "conflict of interest", never allow "willing to kill other PCs").</p><p></p><p>"Usefulness levels" are balanced by magic items awarded and DM emphasis on skills & situations. The intent is to share spotlight time among the PCs. If you put effort into some aspect of your character, I will try to have it come up in the game.</p><p></p><p>Multiple characters by permission only, and discouraged. (We currently have one player with two PCs, and he's managing them fine.)</p><p></p><p>Rules are very flexible. (i.e., need a few extra skill points to fit your concept? Take them.)</p><p></p><p>All races & classes are available, but non-Rokugan classes are understood to be very rare, with all the related benefits and penalties.</p><p></p><p>Ammo, food, and even coinage are not tracked in game (PCs are all wealthy in the current campaign.) This may change in special situations (i.e. stranded on an island). Encumbrance is calculated once, and generally not recalced except for major changes (i.e. armor type, very heavy objects).</p><p></p><p>Hosting: If you want snacks, bring them; you can almost always count on everyone being willing to share, but there is no obligation. Playing space is based on volunteerism; this is rarely a problem since the alternative is my place, which is a 45+ minute drive for all the players.</p><p></p><p>Books: never been an issue; everyone I play with owns the PHB and most are DMs and book junkies. I loan books as needed (again, I trust the people I play with).</p><p></p><p>Table talk: permitted, and governed by group consensus and peer pressure. If the pace of play is bothing someone, they are expected to let you know to shut up. I am easily distracted, so the player remind me to stay on track even when others aren't.</p><p></p><p>Character background: the more you give me, the more I use. The less you give me, the more I'm allowed to assume.</p><p></p><p>Goals: I strongly encourage player to tell me what they want to happen in their characters future, how they see them changing, what magic items they might be interested in, etc.</p><p></p><p>Railroading: As little as possible. Meaningful character choice is very important. Some is permitted, but players dissatisfied with plots can tell me so, and the plot goes away (i.e. player was cursed, didn't like the curse, asked to resolve it quickly, was mostly resolved by end of following session). I cater very strongly to both my players and their PCs.</p><p></p><p>Play times: 10am-2:30pm, but play can run long if group consensus agrees (and I, as DM, do not veto).</p><p></p><p>Priorities: Player Fun > Character Development > Story > "Realism" > Rules</p><p></p><p>Lots of house rules (documented on our web site).</p><p></p><p>Hmm. Have I missed anything? Hope my answer isn't more than you were looking for...</p><p></p><p> . . . . . . . -- Eric</p></blockquote><p></p>
[QUOTE="Pyske, post: 392456, member: 3567"] Sure, glad to. Just bear in mind (in case I haven't clarified this enough): this is not something in writing. It's just what we generally agree about in my group. Fudging: permitted in moderation. Expected to prevent senseless or story-killing results. Expected to be as seamless and unnoticable as possible (i.e. we do not use "rewinding time") and fudge behind a screen. Note that I allow this of my players, as well. Matter of trust. Absences: I expect reasonable notice, 3 days before if possible (and ASAP if something unforeseen comes up). XP is witheld for absences, but if players start falling behind, I will advance them to be at the bottom end the same general powerlevel (or "usefulness level" more accurately) as the rest of the party. For absences without notice, I call the second time within a month or two to make sure my expectations are clear; after that, I boot the player (rare, as I'm a pretty well-appreciated DM). Sporadic players are not booted, but are written into a less critical role in the plotlines. PCs of absent players are in the "gimp suit" (thanks Crothian); they are as passive as the situation will permit; they are left behind (out of danger) at the first opportunity. Death is possible during absence, but I try REAL hard to avoid it. The session is cancelled if we have fewer than 50% attendance for a session. Characters: Broken characters get rejected. Niche overlaps are discouraged. Evil characters and anti-party characters by permission only, and discouraged (might allow "slightly variant agenda" or "conflict of interest", never allow "willing to kill other PCs"). "Usefulness levels" are balanced by magic items awarded and DM emphasis on skills & situations. The intent is to share spotlight time among the PCs. If you put effort into some aspect of your character, I will try to have it come up in the game. Multiple characters by permission only, and discouraged. (We currently have one player with two PCs, and he's managing them fine.) Rules are very flexible. (i.e., need a few extra skill points to fit your concept? Take them.) All races & classes are available, but non-Rokugan classes are understood to be very rare, with all the related benefits and penalties. Ammo, food, and even coinage are not tracked in game (PCs are all wealthy in the current campaign.) This may change in special situations (i.e. stranded on an island). Encumbrance is calculated once, and generally not recalced except for major changes (i.e. armor type, very heavy objects). Hosting: If you want snacks, bring them; you can almost always count on everyone being willing to share, but there is no obligation. Playing space is based on volunteerism; this is rarely a problem since the alternative is my place, which is a 45+ minute drive for all the players. Books: never been an issue; everyone I play with owns the PHB and most are DMs and book junkies. I loan books as needed (again, I trust the people I play with). Table talk: permitted, and governed by group consensus and peer pressure. If the pace of play is bothing someone, they are expected to let you know to shut up. I am easily distracted, so the player remind me to stay on track even when others aren't. Character background: the more you give me, the more I use. The less you give me, the more I'm allowed to assume. Goals: I strongly encourage player to tell me what they want to happen in their characters future, how they see them changing, what magic items they might be interested in, etc. Railroading: As little as possible. Meaningful character choice is very important. Some is permitted, but players dissatisfied with plots can tell me so, and the plot goes away (i.e. player was cursed, didn't like the curse, asked to resolve it quickly, was mostly resolved by end of following session). I cater very strongly to both my players and their PCs. Play times: 10am-2:30pm, but play can run long if group consensus agrees (and I, as DM, do not veto). Priorities: Player Fun > Character Development > Story > "Realism" > Rules Lots of house rules (documented on our web site). Hmm. Have I missed anything? Hope my answer isn't more than you were looking for... . . . . . . . -- Eric [/QUOTE]
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