This was not created by me, and was in fact posted on another board entirely. The original poster had used it for a WWP "Hunters" game.
It's a list of rules for creating a party of PCs -- I find it interesting, and while I doubt that I would make any use of it myself I can definitely see the value with a group of new players.
(By "new" I mean new to the hobby.)
God knows, I've wanted to impose Rule 3 on my fellow players more than once....
Quote:
1) Legion of Super-Heroes Rule
No duplicate powers. Each character must have a unique psychic ability (in D&D terms, each character would have to be a different class).
2) The Scooby Doo Rule
You are not an orphan or a loner. You have dozens of unnamed relatives, friends, and acquaintances who will contact you for assistance when something weird starts to happen in their lives, and you will go when called.
3) You are an Adventurer Rule
You want to get out there and do the right thing. The GM does not have to lure or entice your character into tackling the current adventure.
4) No Dark Secrets Rule
You are not a CIA agent or a spy planted by the local vampire lord to report on the group. Although you may have your own motivations and goals, and you don't have to tell everyone what they are, you are not out to betray the group.
What rules do you use, if any?
__________________ "Yes, Arthur, it is I. I am happy to see you all grown up into a profoundly odd adult. And what a fine bird Number Seventy-three has become! She is one of my finest superchickens, and I am proud of her."
-- Daniel Pinkwater, Looking for Bobowicz
1. You all must be willing to work together. I've been in a game where some of the party didn't meet (the game ran for 1 year real time). I didn't enjoy it. I don't run what I don't enjoy.
2. If you can't give me a sentence about why this guy is cool; try again.
3. Not rule, just some advice. No backstory means no direct hooks in the plot. If you are okay with this, then it is okay with me. But I won't be stressing myself to integrate you with what the rest of the party is doing.
__________________ Currently Running:Changeling: The Lost "A Fragile Immortality" Currently Playing:BSG/Pegasus: First Iteration Wishing I Had Time For:Something to play in person. Completed Campaigns: Reign, "These are the Shining Days"; Exalted, "4 Kings Meet"; Adventure, "Destiny by Moonlight"
As "rules", I would have to say that I disagree with pretty much all of them.
The only rule that I have is that the character have motivation as to why he wants to adventure, and that a player doesn't deliberately act / plot against another player (or the group) unless he clears it with me. Aside from that anything else is flexible to a degree.
__________________
Please excuse me I have just been diagnose with Adult Attention Defic.......HEY look at that!!!
I'd use 4 and maybe 3, but 1 I dislike and 2 I hate.
Out of curiosity, why do you hate 2?
__________________
You wanna talk it over? You go right ahead. But you do it in Trouble Tickets, and you do it in a respectful manner, 'cause I am not in a fucking good mood right now. You wanna check in with anybody else on this board about what happens when I'm not in a fucking good mood, 'cause it doesn't much look like an explosion of bunnies at the Happy Time Snuggle Ranch. - Darren MacLennan discussing the movement of a thread from the d20 section to the general section.
This was not created by me, and was in fact posted on another board entirely. The original poster had used it for a WWP "Hunters" game.
It's a list of rules for creating a party of PCs -- I find it interesting, and while I doubt that I would make any use of it myself I can definitely see the value with a group of new players.
(By "new" I mean new to the hobby.)
God knows, I've wanted to impose Rule 3 on my fellow players more than once....
"Don't be a dick" is more than a good rule for gaming- its a good rule for life. If everyone followed it, the world wouldn't be paradise or anything, but at least nobody would be actively trying to make it worse.
I like "PC's already know each other." As a rule, it saves on the damned party creation first episode. "OK, now why the hell does this paladin travel with this Neutral Evil mage again?"
-B
__________________
Scoundrel... Libertine... Monster... Patriot?
The Empire grows strange, and so Her guardians must be strangers - singular individuals of unsettling puissance, cast aside by a Society which would judge them harshly.
So it is good these unseemly heroes have a place of their own, where none may judge, for here all are marked with the same sins and might.
Welcome friend, to...
Frequently 1, especially if we're doing a new system - not only for niche protection, but also to get an overview of as much of the system as possible. (I've done this for both Arcana Unearthed/Evolved and Iron Heroes, forbidding duplication of race, class, and/or Background traits.)
Also, frequently:
5. You already know the rest of the party. You have a reason to trust them and hang out with them. It's your job to tell me what that reason is and why. I've got enough to do without trying to provide a reason for you all to stick together.
This was not created by me, and was in fact posted on another board entirely. The original poster had used it for a WWP "Hunters" game.
It's a list of rules for creating a party of PCs -- I find it interesting, and while I doubt that I would make any use of it myself I can definitely see the value with a group of new players.
As rules for total newbies, they're pretty good. For more seasoned players, they can be relaxed somewhat.
If I were to boil my informal preferences down to formalized statements, they'd be pretty similar.
1) Each character will have a unique personal role in the group, a "niche" if you will. Don't go stomping on somebody else's niche.
2) Each character will have ties to the setting, other characters, or plot in some fashion. These can be physical, social, or emotional, but they WILL EXIST.
3) The PCs are supposed to be more or less the good guys. They don't have to be nice, and they don't have to be brave, but when the adventure starts happening they need to go deal with it.
(This one is highly game-dependent. If I was running a game where the PCs were the bad guys, the rule would be different)
4) Some intra-party conflict is fun, but not too much. Make up characters who can reasonably cooperate when the chips are down. If you want to play a character who is initially against the rest of the group, make sure his conversion will happen before he does irreprable harm to the group.
Those are general guidelines for me. There's room for flexibility, but most of the time the above fits the kind of games I enjoy running.
David G.
__________________
Delirium: What’s the name for the word for things not being the same always. You know. I’m sure there is one… There must be a word for it… the thing that lets you know time is happening. Is there a word?
Dream: Change.
Delirium: Oh. I was afraid of that.