List of house rules...

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Vrykolas2k
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List of house rules...

Unread post by Vrykolas2k »

Anyone do something similar to this?
These are for my Marvel game, but are easily adapted to any other.
I print them out and pass them to the players during character creation...


1. If a player catches me making a mistake insofar as rules or Powers are concerned, address it THEN; once screwed, it's impossible to get un-screwed. I'll discuss for up to five minutes, then we continue with the game.

2. I award double karma for capturing super-powered opponents alive, -100 for a "certain, confirmed kill", and half award for a "mysterious death". This applies to beings with powers of some type. Normal criminals will earn you regular karma for a capture, -100 for a kill.

3. Characters earn 100 karma per "civilian" life saved, whether it's singly or a crowd (normally saving a 747 full of people still only earns you 100 karma). Maximum 5,000 karma award.

4. I allow one "free" defensive maneuver, which doesn't count against the number of actions a character may perform due to the Fighting ability.

5. No cheating! I, the GM will not cheat, so you the player will have no reason to do so. Cheating destroys the fun for everyone.

6. You may not spend karma to gain popularity or contacts; those are gained via role-play (after character generation; you generate such things normally).

7. If you can't show up, let someone in the group (perferably me) know. I use the "three strikes, you're out" clause. I'll hold the game for a reasonable time (up to thirty minutes), but if you don't show up at all, you're gone after the third offense. If you're late and can't let anyone know, just wait and contribute until I get your character involved. I try to do so within twenty minutes of your arrival. Life and miscommunications happen, but I can't subsidize "x-files".

8. There may be times when you can state actions in order of initiative, rather than at the beginning of the turn; I'll let you know.

9. Regeneration is constant. Wolverine, for instance, would be quite dead (many times over) if he had to rest in order for it to "kick in".

10. I am the GM, I am not always right (I don't have a "god complex" ego). The rule-books and comics are, unless specifically stated otherise (such as in the house-rules). And it isn't "my game"; as a player, you contribute, which also means it's "your game". Thus, it's "our game".

11. Science takes a back-seat to setting, otherwise we'd all be playing normal humans. That said, science does have its place, and I'm not going to destroy the laws of physics to suit anyone. It's that simple. I use "real-world" stuff when it's appropriate and logical, within the context of the game.

12. "My world" diverged from the "main stream" one at about the end of the Onslaught series. Everything up to that point will be in accordance with canon (i.e, the comic books); if you're not familiar with it, just drop by and read some comics.

13. Everyone needs to pitch in for snacks, pizza, whatever; if you don't have money but wish to eat or drink, write the group an IOU and pay up next time. I know what it's like to have money show up late.

14. I occasionally stop a game for a short time, and award karma during such a break. Smoke and joke or whatever, make calls, at those times. I expect cell-phones to be off or on vibrate otherwise (unless you're expecting an emergncy call; let me know). THird offense of a phone going off for any other reason means you're gone.

15. Exercise a certain degree of civility and respect for other players. If you are obviously offending someone, tone it down. As well, if you're extremely sensitive, work on it. A comfortable median shouldn't be too hard to achieve. Discuss what bothers you before or after the game. THis isn't group therapy or a nursery school.

16. We have players who come from different walks of life, with different experiences; if you know something from the real world that would be useful to your character or another player's character, by all means share it.

17. I allow people to pick their own Talents if they choose to, rather than rolling them; same with Contacts. As for Powers, if you have a particular Power or set of Powers for a character concept then by all means pick them, then roll their ranks.

18. I allow people to assign their Rank numbers, once rolled; thus they can customize their characters to suit how and what they wish to play.

19. I don't want real-world relationships (or lack there-of) to affect the game; leave arguments (or whatever) at the door. And don't vicariously live a life through your characters either. In other words, deal with real-world issues in the real world, not here. Also, make sure your "reality button" is functional; this suff isn't real. Okay?

20. My campaign is mostly character-driven, so you won't be rail-roaded as much as some others'.
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FreelancerMar
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Joined: Wed Aug 20, 2008 1:00 am

Re: List of house rules...

Unread post by FreelancerMar »

From your terminology I will assume that you Play or have played
The "Marvel Super Heroes" Rpg. I never liked the system based solely on Karma
as a measure of experience reward. Meaning if you do not do something
Heroic and or Good the chance for advancement is non-existant.
and if you do something bad you loose all your karma.

I much Prefer the Experience Point method of advancement used in most Palladium
Products myself. Even of you Royally screw up you wil have still learned something
from the experience even if it is to not attempt to do something again for a while.
It shouldn't matter if you do something Good or Bad in an RPG context because no
matter what the PC does, The PC should or would still always learn something from
the experience and should not be penilazied for it as long as the PC is being played
in character.

My definition of House rules is aimed at making the game itself more fun to play
For the group as a whole. This usually includes but is not limited to the
following.

#1. Rules adjustment or Change in order to make the game more fun.
#2. Damage adjustment on some things in in some settings in order to make sure
That 1 scene of combat does not take up an entire game session, which means no
Role-playing gets done for that session.
#3. Related to #1&2 , Firearm Rules Revisions on some things to shorten combat
sessions and to make sure combat scene's do not drag on forever.
#4. Use common sense for some things even if it contradicts the listed rules.
#5. Talk to your players to make sure that the House rules and adjustments
are ok with them before playing in order to avoid problems later.
#6 Talk with your players before Revising any of the pre-established House rules
to make sure your players are ok with them on order to avoid future problems.
FreelancerMar
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Joined: Wed Aug 20, 2008 1:00 am

Fire Arms Revision

Unread post by FreelancerMar »

Fire Arms Revision Workable for Most Palladoum Products.

Burst and auto fire damage house revision. Depending on how many rounds are
fired, the more rounds that hit the greater the damage multiplier. The damage
should also depend on how much the dodge roll failed. Assuming a 30 round clip
with a short burst being 3 rounds(Takes up only 1 Attack), a medium burst being
6 rounds(takes up only 1 attack), and a long burst being 10 rounds(Takes up only
2 attacks). I won't even get into the full clip bursts(Takes up all of the
characters attacks). It is a given that some of the rounds in any of the bursts
might fail to hit but it is also possible that the entire bursts hits too. Say
the attacker rolls a 15 and the defender rolls a 14. Having the defender get hit
with the entire burst would be unfair. With that roll spread it would be fair to
say that 1 round hits. The larger the spread, the more rounds hit thus upping
the damage multiplier.

This makes gun fights much more dangerous for both the players and
the npc's. Of course this revision is not appropiate to all game settings.
It does seem to work out rather well for most settings however.
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