The game will be Saturday, the 31st, so here’s a few ground rules to keep in mind.
1. Dice belong on the table. Any roll by a player (or DM) that ends up on the floor before settling and being called is a miss (but not a critical one).
2. Critical Misses are not constant. Instead, players wielding a weapon can make a separate 1d4 roll for fumble. At fumble (rolling a 1), the character drops the weapon being used for the roll, and it ends up in a square within 2 squares of the player at the DM’s discretion.
3. Bringing the DM a Citrus SoBe counts as one SoBe Point. A SoBe point is good for one free action. Only one SoBe point may be used per player per game, but players may save them for future use. So if you bring me 40 Citrus SoBes, you can have one point per game for the next 40 sessions. These points are transferable. So if you have a SoBe point, and another player needs one desperately, you may grant them your point. I will track SoBe points myself, but I trust you all to tell me if I mess up.
4. Gestures of extraordinary commitment to your character or the plot, or actions which are Too Cool For School™ will from time to time allow you a free action.
5. This is not Sears Business. This is a game about dragons and gnomes and wizards and other nerdy crap. If I find you are being too Sears Business, I will not hesitate to say “Hey. Cool it, dude, this isn’t Sears Business”. However, I will not punish your characters for any behavior. If you feel I am being unfair, let me know, I am still pretty new to DMing, but I understand the role intimately.
6. Rule of Cool will often outweigh rules. You all have really cool characters, and you are all planning to show each other how really cool your characters are, and I like really cool characters doing really cool stuff. So I may end up fudging a number here and there to make the game more interesting, or cool if you will. I’m not here to kill your characters, I’m here to make the game fun.
7. Death will still be a constant threat. You aren’t children. I know you can all handle loss and grief. So there may be times when, despite my fairness, the odds may be severely stacked against you. Barricade the doors to take an extended rest, then wake up to find goblins with daggers at your throats. Kill an essential character in your quest? Well then you might find it impossible to complete it.
8. I never improv. Even when I do, it’s not improv, it’s a detailed plan for the whole world. I have a brain the size of Kentucky, I know all and I’ve thought of everything. So, don’t try to intentionally break the world just to see its limits, because you will find there are no limits.
9. There are other adventuring groups in this world. Some are not active, others are, but there’s always a chance something may change without you being involved. It’s okay, though, it’s only for fun.