General Gameplay
Core Guidelines
Roles
- There are two roles in a DnD table: the GM/DM/Referee and the Players/Heroes/PCs.
- Players ask questions about the world and tell the GM what their actions are.
- The GM describes the world and its elements, and tells the players what the consequences of their actions are.
Rulings, not Rules
- The game is flexible. There are standard procedures, but if you have a cool idea during play, it might later be integrated as a house rule.
- The rules can always be bent, as long as the proposed alternative is convincing and fun.
- You can always try to do anything. Succeeding is another story.
Motivation and Ethos
- Emergent storytelling.
- PCs are looking for treasure and adventure. Going out to the wilderness is its own reward. 1 gold = 1 xp.
- There might be a narrative arch underlying the story, but in general in this game we explore a world, not character narratives. The latter will come naturally the more we play.
- Polar opposites.
- The game is built around the idea of opposites:
- Order vs. chaos.
- Civilisation vs. nature.
- Human vs. monster.
- Known vs. unknown.
- Opposing factions.
- There's no absolute good or bad. You will find instead many factions fighting for what they want.
- The game is built around the idea of opposites:
Survival and Exploration
- The game is not balanced, and it's potentially lethal.
- It's tacitly assumed that the characters are being careful as they move around, and are always analysing their surroundings.
- The GM will make the best effort to telegraph danger. If a trap is triggered out of nowhere and a PC dies without having had a sense of danger, that's a GM flaw (sorry).
- During encounters, try to figure out what intelligent beings want before you fight them. Combat is almost never the optimal way out of things.
- Keep track of time and resources.
- Your main resources are time, light (daylight, torches) and food (rations).
- Exploration is three-layered. Features in the world can be either:
- Overt: obvious features that you notice as soon as you reach a place.
- Hidden: features/places that you find if you explore a region. No specific action is necessary to unfold them, other than simply poking around.
- Secret: features that require a specific set of actions to be triggered.