Wyrd of the Kingdoms of Kalamar
The meta-rules and guidelines:
- The referee/DM is not here to entertain you. We are all here to entertain each other. Therefore, everyone should play in a way that bring maximum enjoyment to everyone, the DM included.
- Therefore, no one should create a character concept that is automatically going to cause problems. No “chaotic neutral” sociopaths, for example. Lovable rogues (ala Firefly) who are genuinely loyal to each other (for the most part, and regardless of whether they actually like each other) are much more fun for everyone.
- Any new character should be assumed to have a reason to travel with the party. We are not doing a two-hour session attempting to justify anyone’s presence. If a character is the type that nobody in their right mind would adventure with, he gets put on a bus. I don’t have the time for solo adventures.
- With the exception of rolls that would give away the wrong information (e.g., searching for secret doors), all rolls will be made in the open. The referee will not fudge to keep your character alive no matter how much he likes your concept—so play smart.
- Seriously, play smart. Know when to run away, or even surrender. I will not make the least attempt to shield you from your own actions. But you’ll know that your victories are your own, not the referee going easy on you for the sake of his “story.”
- If you indicate that your character wants something (a particular item, to succeed in a long-term goal), I will provide opportunities to get it. You will also have to sweat blood to succeed, and once again, your own planning and play and the dice will ultimately determine if you win or lose, live or die.
- I will start the first adventure in media res for the sake of getting the ball rolling quickly. As you get to know the world enough to decide where you want to go, I expect you to work that out amongst yourselves with email (or the forums, if we decide to purchase an advanced membership here) and tell me in advance where you plan on exploring so that I can flesh it out properly (assuming I haven’t done so already). In other words, please give me your flight plan a few days in advance at least.
- The “megadungeon” (the dungeon beneath the Iron Tower) will always be available as a standby, though giving me a hint as to which part you’re going to explore would be helpful.
- All game sessions, unless it’s just totally unavoidable (e.g., you’re wounded and pinned down by ghouls in the Old Crypt) must be finished by returning to civilization. That way, justifying line-up changes due to differing schedules should be easy, and calculating experience for returned treasure will be as well. If the adventure ends in civilization, but not in Elvandar (the initial home-town), that’s fine; I’ll calculate travel times from there.
- I will keep you informed of calendar changes. I expect everyone to keep track of their own expenses. I will audit your accounting from time-to-time and assess heavy penalties for miscalculations / cheating, so make sure you properly add up your own expenses (see “Cost of Upkeep” under page 19 of the rulebook) as well as those of any hirelings and retainers you have and subtract them from your funds.
- I will be tracking the calendar carefully, so keep that in mind when deciding to scribe scrolls, build castles, or travel to that distant oracle for advice.
- If your character has a retainer (henchman, in the original lingo), he may be played in lieu of your main character if the latter is not available (see above). If played and treated well, he may also be a successor to the original character if he or she dies or retires.
I’m sure I’ll come up with more later. Welcome to Tellene! We’ll all enjoy your ignoble death.