
Being home sick today has given me a lot of time to think about things. So here I am, making a lot of posts and whatnot. Sue me.
While surfing, I found a column on RPGnet called "
Keeping Kosher." In this installment, the author talks about being a good player. This is stuff we
all know, but I feel that it's worth it for everyone to read it. So, please, read it. I'll be happy that you did, and everyone who does so gets some bonus XP.
It also gives rise to some topics that everyone should be aware of. Namely, how the game will be run, table rules, etc. It's all common sense, but I may as well get some of it out of the way now.
Mood & ToneThe tone of
Midnight is necessarily grim. The world has gone to hell in a handcart, the dark lord has won, and if you die, you'll never find eternal rest and you've got a good chance of coming back as a flesh-eating zombie. Please take the tone of the setting into account when working out your characters, their backstories, and their goals. I can try to keep things gritty and grim, but it makes it ten times easier when my players are on the same wavelength.
BooksThat is, the books that are allowed in the creation of characters for this game. This is a
Midnight game using the 2nd edition campaign setting. As such, when making a character, picking feats, and choosing spells, there are only a handful of books you should be referencing:
The
Dungeons & Dragons Player's Handbook 3.5The 2nd Edition
Midnight campaign setting
All other official
Midnight products, with the exception of the 1st edition of the
Midnight campaign setting and
Against the Shadow.
I do plan to use monsters and other goodies from some of the official D&D books (including the
Monster Manuals,
Fiend Folio, etc.). I've also been known to use some of the spells from the
Book of Vile Darkness.
AbsencesI don't expect every player to be able to make every single game. If you can't make it, please contact me by phone ahead of time and let me know. The same goes with being more than a half hour late. I have a standing rule that if more than half the group "calls in sick," the game will be canceled that week. In the case of this massive play group, that means I'll be willing to run with as few as four players at the table.
SchedulingI plan to run every two weeks. The games will be on Saturdays, and will run from 7pm until midnight. Try to arrive a little bit early, on average: somewhere between 5 and 15 minutes early is a good call. This gives you time to eat dinner (if you're bringing it) and socialize a little with the other players before we put our IC hats on. I plan to allow for a 15 minute break from play somewhere at the halfway point, say around 9:30pm.
Staying In CharacterI, of all people, know that it's tough to stay IC (in character) 100% of the time. So long as everyone is having a good time, I think it's fine to have the occasional OOC (out of character) comment or discussion. Still, these sorts of things can spiral out of control and derail the train of thought. Let's try to keep things moving.
The Rules (tm)The game has rules. I know them, for the most part, but even I'm not perfect. Sure, I write gaming material, but I also tend to reference a lot of books when I'm writing for a product. Since I don't have the luxury of neverending reference time when I'm DMing a game, I will sometimes play "fast and loose" with the rules.
If this causes a conflict of interest, and someone knows the actual rule that I'm breaking, pipe up. If it seems reasonable, we can move on and reference the actual rule later. I'm all about maintaining consistency. Plus, it's things like this that allow me to better learn how the mechanics work (especially those that I don't use very often, such as the ones for grapples).
CombatI won't lie to you: combat is going to happen in this campaign. It may not be the answer to every encounter, but this
is D&D. Swords will be drawn, blood will be spilled, and characters may end up dead (or worse).
Unless everyone knows the rules by heart, combat in d20 can be a slow process. I'm fairly certain that most of us are pretty familiar with the rules. To keep things moving, let's try and make sure that everyone knows what they plan to do when it comes time for their character to act. If you need to reference a rule, do it during someone else's action so that you're ready to jump in when your initiative card comes up. If you're still not sure, feel free to delay your action until you've got a better idea of what you want to do.
I've seen posts on forums that talk about the "five second rule," where players have five seconds to take their action or they unwillingly defer it to the next person in line. I don't like this rule, since it seems unfriendly to me, so I won't use it. Nor will I use egg timers, stopwatches, or the Jeopardy theme song in order to keep play moving.
Experience PointsI award experience as part of a lump sum, typically between games. I will occasionally make on-the-spot XP awards to players, but this is rare.
I also give out experience points for what I call "extra-curricular activities," such as writing character backgrounds, keeping detailed game journals, painting character miniatures, illustrations, etc. These awards aren't huge (in fact, they make a bigger difference at lower levels than they do later on), but they can add up. I'm not liable to award more than 100-500 XP for any one piece of literature, art, etc.
I'm toying with the idea of awarding extra XP to folks who do things for the group as a whole. This would include the person who keeps track of party treasure, the guy who maps the dungeon as you move along, or to someone who brings a liter bottle of soda or a bag of chips to share with the group. These awards will be small, somewhere in the 25-50 XP range, but it's a way of saying "thanks" for being involved. Let's not go overboard, either. Just because you bring in a case of cola and a truckload of Fritos doesn't mean you'll be awarded more than 50 XP.
Level IncreasesSo you've managed to score enough XP to make 5th level. Good deal! This is something I will be telling you ahead of time, so it shouldn't be a surprise. Upon learning that you're going up, it's your responsibility to get all the nitty gritty of leveling up out of the way prior to the next game. The only thing you should have to do at the table is roll your new hit points. Everything else (class and feat selection, spending skill points, etc.) should be done prior to the next game.
If you don't have all the books you need to level up completely, you're more than welcome to get together with me sometime before the next game to update your character. Just let me know.
More LaterI may have more to add later, hence the "Part I" in the title of this entry.