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What table rules do you have? The Social Contract
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<blockquote data-quote="MNblockhead" data-source="post: 9230033" data-attributes="member: 6796661"><p>I generally create a campaign guide when starting a new campaign. For my upcomming Warhammer campaign, I didn't bother. I've been playing with the same group for years. We just talked about the campaign and what we wanted to play and any rule options we were going to use. </p><p></p><p>I'm more likely to create campaign guides for D&D as I tend to play around with a lot of third-party and home brew subsystems. Also, the campaign style can differ greatly from one campaign to another, so I find it helpful to make sure we are all on the same page even though we have played together for years. Having so much experience with D&D makes it even more important to get on the same page in my experience. Most of my campaign guide for my last campaign was on rules for character creation, leveling, downtime rules, etc. I only had the three guiding principles at the top of the guide:</p><p></p><h3>Guiding Principles</h3> <ul> <li data-xf-list-type="ul">Rule of fun. I'm willing to scrap just about any of the below if most of you don't find it fun. But I do ask that you consider trying something new. <br /> <br /> </li> <li data-xf-list-type="ul">Resource Management plays a major role in this campaign. You get XP for extracting wealth. You need wealth not only to replace, repair, and buy better gear, but you also need it as you become more renowned and wealthy to buy favor and counter rivals. This is in an attempt to capture some old-school feel in 5e. This is mostly captured in downtime living expenses and expenses related to specific downtime activities.<br /> </li> <li data-xf-list-type="ul">Party > Character. I think we'll all enjoy this more if we consider "success" as the "party lives on" even though the characters do not. It may be that at 20th level, none of the party were there at first level. What the goals and motivations of the party are and what it becomes (mercenary company, seekers of power, holy warriors, etc.) is up to you.</li> </ul></blockquote><p></p>
[QUOTE="MNblockhead, post: 9230033, member: 6796661"] I generally create a campaign guide when starting a new campaign. For my upcomming Warhammer campaign, I didn't bother. I've been playing with the same group for years. We just talked about the campaign and what we wanted to play and any rule options we were going to use. I'm more likely to create campaign guides for D&D as I tend to play around with a lot of third-party and home brew subsystems. Also, the campaign style can differ greatly from one campaign to another, so I find it helpful to make sure we are all on the same page even though we have played together for years. Having so much experience with D&D makes it even more important to get on the same page in my experience. Most of my campaign guide for my last campaign was on rules for character creation, leveling, downtime rules, etc. I only had the three guiding principles at the top of the guide: [HEADING=2]Guiding Principles[/HEADING] [LIST] [*]Rule of fun. I'm willing to scrap just about any of the below if most of you don't find it fun. But I do ask that you consider trying something new. [*]Resource Management plays a major role in this campaign. You get XP for extracting wealth. You need wealth not only to replace, repair, and buy better gear, but you also need it as you become more renowned and wealthy to buy favor and counter rivals. This is in an attempt to capture some old-school feel in 5e. This is mostly captured in downtime living expenses and expenses related to specific downtime activities. [*]Party > Character. I think we'll all enjoy this more if we consider "success" as the "party lives on" even though the characters do not. It may be that at 20th level, none of the party were there at first level. What the goals and motivations of the party are and what it becomes (mercenary company, seekers of power, holy warriors, etc.) is up to you. [/LIST] [/QUOTE]
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