My GMing Style

OK, let me start off by saying that if any of this sounds “harsh” it is not meant that way. I actually try to have a light-hearted fun game and everything here is to enhance that, not hinder it.

The GM is always right:

The GM may be wrong but, he is ALWAYS RIGHT. If someone disagrees with one of my calls or rules interpretations, I will listen BUT once I make my ruling the discussion ends (feel free to re-visit it AFTER the game session though).

Rules “Opinions”:

You must SHOW me something is “in the book” instead of just claiming that is the case. NO arguing with the GM at the table during the game. Once the GM has ruled then the discussion is over until AFTER the game session.

Life as a House:

Ok, that was a Kevin Klein movie. My RPG campaigns can be described as “Life IS the adventure.” Your characters are involved not in a series of adventures that may or may not have any common thread or reason to tie them together. Instead their entire life IS the adventure, one which ends when the character either dies (or the player chooses to retire them).

I ‘go with the flow’ of what the characters wish to do. I prepare a scenario or series of events for the characters but should they for some reason wish to go elsewhere well… that’s life. But, occasionally life throws everyone (including your characters) a curve and forces you down a road you would not have chosen. Remember, life doesn’t always let you choose what happens next.

Using Additional Reference Books and Characters from other Campaigns:

I am very particular about what gets brought into a campaign I run. My campaigns do have a history and reason for what is in the world. It takes a great deal of effort to bring in a new element and work it into the campaign properly. I’m listing here all the “outside material” I’m allowing.

Characters, races, feats, etc. that are not part of my current campaign world fall under the category of “additional material”.

Character Concept:

When you create a character, I expect the first thing you do before anything else is to have a concept for it. I have a list of questions you need to answer before making the character (see at the end). Do not just answer these questions with a single sentence or less. Put some effort into the concept and flesh it out a little. You should run the concept by me before you do much else just to prevent having to re-do something.

Concepts which “twist” things in the setting in order to play a class or concept not normally allowed in the campaign will not be allowed. So, trying to create a character who is an Assassin for an organization that is “Lawful Good” won’t happen in my campaigns.

NOTE: I give XP for the character background. (and in Traveller I have a reward for that too)
h5. Character Sheets:

I will take home with me your character sheet. Why? I’ve spent too many game sessions with at least one person forgetting their character sheet and then having to make a new character.

I’ll give you this alternative: If you insist on taking the character sheet home, and then forget it, your character looses a level. If they hit Level ZERO they become one of my many NPCs.

Character sheets will be COMPLETELY filled out and be clearly readable by the GM. This includes the characters personal info (HT, WT, etc.) AND complete inventory with how much everything weighs.

Dice and Die-Rolling:

I have a few thoughts on what are “proper” dice at my table.

  • They should not be in outlandish colors (neon green don’t cut it).
  • Rolling metal/heavy dice, like pewter or gold, is loud and rough on the table, so bring ‘em but don’t roll ’em.
  • Dice should be easily read. They should be big enough for me to see the numbers from where I sit (not necessarily read) and the color scheme makes the numbers easy to read at a glance.
  • Dice are to be the standard “Perfect Polyhedrons”, that means the “long” dice that roll forever don’t get used. For an example go to http://www.crystalcaste.com/ and click on “Crystal Dice”.

When you are rolling dice, please try to keep them ON the table and OFF the map. You should have a section of the table clear so the dice will land flat when you roll them, and roll them in such a manner that they actually ROLL (not spin) and stay somewhere near you.

If you keep having such problems when you roll your dice, I can bring a nice little box for you to roll them in.

Rolls in Secret by the GM:

There are some things that the actual result of a roll could give information away Out Of Character (OOC) to the player. So there will be lots of secret rolls being made by the GM for your character. I do this to keep things ‘fair’ and to enhance the “ROLE-playing” aspect of the game.

My GMing Style

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