Here’s some basic rules for those of us playing together. We all come from different schools of thought and backgrounds in gaming so it’s a good idea to keep a few things in mind. Also note that we’re not going to stop an entire game because someone didn’t follow a rule or suggestion listed here, but we’re all trying to get as much entertainment as we can out of the time we have together so let’s make a valiant effort.
Note from the Author:
I’ve been playing with Matt, Travis, and Todd for a very long time and we’ve come to understand a lot of things from playing together. Folks who have recently joined us and will be joining us hopefully will be mindful to just keep a few things in mind in order for all of this to go smoothly. The fantastic thing about D&D is that no way is the right way, it’s all dependent on the world you’re currently playing in. We’re all together in a story that we’re helping the DMs to write, so sit back and enjoy the ride! – Eric
It’s the DM’s Show
Players need to be kind to the DM and accept the DM’s authority over the game. Likewise, when the DM makes a mistake ( and it will happen ), he or she should be willing to change a decision if that decision had negative repercussions for player characters.
- Reporting Rule Errors: If there is an error, whisper the DM in game and inform him of the issue. He may do whatever he wants with this information. Any issues that was world shattering should be discussed after the game is over. Slowing the game down with rule nazi’ing isn’t fun for anyone.
- Do Not Mess with the UI Unless Given Permission: The DM creates huge maps and hides things in their depths and will navigate you through the environment until he tells you to do otherwise. If you start to adjust the UI or settings without knowledge of his settings, you could ruin an entire story by giving away the ending that is hidden behind a rock or a wall.
- If the DM isn’t Happy, Bad Things Happen: This is just common sense, guys. The DM takes hours out of his life to make this game for the players.
- This Game is Supposed to be Fun: Arguing for extended periods of time over rules / spells / etc will slow down the flow of the game and make things tiresome. We all only have a few hours a night to play, so let’s keep in mind that flow is very important and bring up issues later in the night when the adventure is finished.
- The Story > The Rules: Sometimes to add flavor, a DM may adjust the way something goes to make the story more interesting. Perfect example: we were in a land where there was almost no plant life due to corruption. Magus needed to cast Entangle, and the DM told him it was unlikely that it would work, but to try it and give it some flair. After typing a lengthly explanation that pleaded to the gods and the earth itself, Magus succeeded in casting Entangle and added some flair to the encounter. Was it possible it would fail? Sure, but not everything in this game is maximum damage output, it’s about telling an awesome story. Best part? We get to write that story along with the DM, so make it count.
- Magical Items: We use the books as guides, not bibles. Not every single realm in the multiverse has the game’s magical items. If you have a question about a magic item not in the book, ask the DM. Thanks to players, we’re also getting a database of all of the magical items in the game. At the same time, this information is not something to take in character unless your character KNOWS. We’ll cover taking OOC things IC later.
Dungeons & Dragons vs. MMORPGs / RPG Video Games
Alduras is a world that is very chaotic and exciting. Your characters will be going through all sorts of hardships and triumphs and we want to see how they will all react. Unlike a lot of video games and MMOs out there, Dungeons and Dragons allows us to role play a character instead of just clicking a button to slash or cast magic. There’s a reason D&D is still around in this modern age and as much as Bioware is trying, Mass Effect isn’t “there” yet. So let’s keep the following in mind:
- Speech / Discussion: Keep in mind this is a very olden time and most of your characters will probably not be as casual as we are in everyday life. Also note that station / race / alignment / demeanor and upbringing will also affect a lot of this. It’s fun to joke around and be funny, but there’s also a way to do it. We’re not LOLCats, we’re Dungeoneering Adventurers. Also, Dwarves are Dwarvish, not Scottish. Your accent is DWARVISH.
- Actions: As quick as it is to type ::slashes Ogre, yay:: let’s try to add some flair. You’re not button mashing a macro in Icecrown Citadel here. You’re taking control of the mind of a seasoned warrior or mage who wields a power most of us humans cannot fathom. Play it up!
- Max Damage Vs. Being In Character: I know we all want to go and kick ass and win loot, but we’re not end game raiding here, we’re taking control of characters who act and feel according to certain conditions. There is always an exception to the rule, but there is a reasoning for that exception. Dwarves like axes and hammers, but maybe your dwarf wants to use a special sword that you like because it has 2d6 DMG as opposed to 1d8 damage. That’s cool, but bring it up in his history or even work it into his concept and flavor.
- The Diversity of the World: Yes, humans get extra feats and yes certain races get abilities that make them favored, but you know what else is cool? Not being like everyone else. Dwarves can be thieves despite their giant clumsy hands. Halflings can be mighty Paladins despite their small size and lack of brute strength. A Half-Orc can wield mighty magics just as easily as a giant axe. There are great substitute levels in the line of race books and all sorts of things that can spice up an overlooked racial / class combo. So it might take 3 more levels to get Great Cleave. How many times do you get to see a Gnome Barbarian? Role play, folks, not roll play.
General Game Session Rules:
We’re got through some of the basics, so let’s talk about what’s expected of you during a game sessions. Some of this is basic refresher while parts of it are just basic etiquette and behavioral things.
- Formatting: This is all basic stuff that needs to be addressed before you play a game with us, so if you know it already just skip on ahead:
- Actions: In order to make an action, we require you wrap them inside “::”s. Give yourself a space between the ::’s and the words to avoid accidental smileys. Example: :: Thaydon pulls his mighty whip blade from its sheath and lets the chain loose towards the incoming orc with a flourish, attempting to trip the creature ::
- In Character Speech: If your character would like to speak, the sentence should use quotes around it, as if you were writing a novel. Example: “Well, that was a messy affair!” :: Magus wipes the ash and blood from his hands onto his coat ::
- Out of Character Talking: Try to keep this at a minimum during the game, but in case there is something you’d like to bring up that requires the entire room’s attention, wrap it in around brackets or parentheses. Example: ( Would I know what kind of beast that is? Or is a Gith a planar being that a Druid wouldn’t notice? )
- Rolling / Macros: If you have an action that requires a role, please look up how to set up a macro in MapTools. There are several references online and some of the players also know the information.
- OOC Chatter: If you want to discuss tactics for a particular fight, do so in character. Your characters do not have insight to every single aspect of each other regardless of how long they’ve adventured together. Your characters also do not have telepathy ( UNLESS THEY DO :O!!! ) and need to communicate things vocally. Also, if something you’re discussing is not relative to the current game, stick to “whispers” or IMs.
- Taking OOC Info IC: Anybody who has read The Hobbit knows quite a bit of lore about Orcs and Trolls, but J.R.R. wasn’t born in Alduras. We all know what a displacer beast does, but the average adventurer may never see one depending on his DM. If there’s a question about this, ask the DM.
- Know Your Spells / Abilities: One requirement that has been requested is that you keep your spell descriptions in a text document or somewhere on the Wiki. You can also cheat and use someone else’s if they’ve gone through the trouble of coding all of theirs already ( Magus, for example… ). One of our players has also started doing this for Magic Items as well, so let’s keep all of this updated as much as possible so there isn’t confusion in game. Did another player misuse an ability or forget to add a bonus? Whisper the player and tell him so he can talk to the DM, no need to start a lengthly discussion OOC that will halt gameplay.
- “You’re Doing it Wrong”:If you believe a character is doing something that you think might not be the best course of action, role play it out. Let’s keep a couple things in mind before that happens though: if your answer to any of the questions below is questionable, then you should probably not say anything during the game, even in whispers. If you want to give suggestions after the game, that’s a good time to take care of it.
- Is your character even aware of the capabilities or abilities the other is trying to engage in?
- Are you bringing outside information into the game from past experiences?
- HAVE FUN: This is clichéd and stupid and I’ve probably said it a couple hundred times, but it’s the reason we’re doing this.