Post by Rigil Kent on Sept 17, 2009 12:32:59 GMT -6
Some of the standard rules that we use in a lot of our d20 SW games are in play:
Table Rules
A major note regarding the game: The RULE OF COOL takes priority over all actual rules and I look at the rules as general guidelines. The entire point of this game is for everyone (including the GM) to Have Fun, which means I have no desire whatsoever to get bogged down in those frustrating rules discussions that end up hogging an hour or so of senseless arguments.
To that end, I am implementing a Challenge system similar to the Instant Replay system of the NFL.
so Players should expect all of the usual cliches found in the movies, up to and including the PCs occasionally being captured. GM expects the Players to NOT be jackasses about this fact.
- All new HP results of "1" are rerolled.
- Any official Sourcebook is useable in regards to Feats, Talents, Force Powers, etc. but must be first okayed by the GM (and by that, I do not mean plugging it in and making an offhand remark regarding this selection. I require a minimum of 1 week to examine this selection beforehand.) GM reserves the right to reject any such selection if it does not fit with the campaign,
- Contrary to what the official rules say, expenditure of a Force Point will NOT lower your Dark Side Score.
- GM will provide a Player's Aid to all players involved.
- The Destiny mechanic in the core rulebook is replaced by the Background mechanic which can be found in the Rebellion Sourcebook.
- Level advancement is going to be very slow (as in, don't actually expect to ever get higher than 12th or so), but I'm going to compensate for this by awarding bonus feats and/or talents along the way.
Table Rules
- If there is an error with something on your character sheet, I need to know ASAP. If that error is still there come game time, tough noogies. You're playing him or her that way, even if it means you don't have the proper skills/feats/talents/hp/defenses/whatever on the sheet.
- Because the group is so large right now, we're going to have to find some way to enforce some order. We've seen plenty of examples in recent weeks of it getting so loud with unrelated conversations (which no one is saying you can't have) that the GM & whatever player he's addressing can't hear each other. Yeah, I'm guilty of that as well, but its something I think we do need to work on.
- For that matter, we should also watch the language a little. Most of the time, its not a major issue, but there are instances when we're not the only ones in the building, and it can get a little vulgar. Just asking you to ease up on it a bit.
- I plan to kick off no later than 1915 hours (7:15 pm). If you have character stuff that needs to be taken care of before the game, then its your responsibility to find some way to get it squared away before the game begins. Whether that involves getting there early or contacting me offline during the week is up to you, but we will not be spending a hour getting something fixed when we've had a week to take care of it. If its broken at gametime and you didn't even make the effort to get it resolved, well, too bad. I get that people have real lives outside of the game, but please, at least make a cursory effort (and no, that doesn't mean logging on at 1830 on Friday and asking to do something.)
- I'd very much like as much forewarning about absences as possible. Again, I totally get that things happen sometimes, but an out-of-the-blue call at 1905 on Friday when you've known you weren't going to be there since Monday is kinda annoying. Just saying.
A major note regarding the game: The RULE OF COOL takes priority over all actual rules and I look at the rules as general guidelines. The entire point of this game is for everyone (including the GM) to Have Fun, which means I have no desire whatsoever to get bogged down in those frustrating rules discussions that end up hogging an hour or so of senseless arguments.
To that end, I am implementing a Challenge system similar to the Instant Replay system of the NFL.
- The GROUP has two Rules Challenges per session and, if successful, will gain a third.
- When the first challenge is made, the YELLOW card will be secured to the back of the GM screen. As long as you have one Challenger remaining, that card will remain there. If there are no further Challenges available, the RED card will replace the yellow one.
- If a Challenge cannot be verified within a maximum of TEN MINUTES, then the GM will make a ruling and the game will move on. The discussion is then considered closed, although it can be readdressed AFTER the session is over.
- If a Player declares a Challenge and is proven to be wrong, that Player is forbidden from making another Challenge during that Session (although I don't care if he convinces somebody else to issue a challenge in his or her stead.
- If a Challenge is verified, the GM has the option to overrule the rule in question as necessary for the plot but will award bonus Force Points or something for it.
This is
so Players should expect all of the usual cliches found in the movies, up to and including the PCs occasionally being captured. GM expects the Players to NOT be jackasses about this fact.