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CASTELLAR CHRONICLES & PLANEWALKERS
HOUSE RULES
1. XP –The DMs will reward all XP manually. With the exception of roleplaying bonuses, the XP amounts will be calculated and posted in the game forum, then awarded at the beginning of the next session. Players will gain levels very slowly because this is a long term campaign. The DMs will reward roleplaying and alternative problem solving. Extra XP will be awarded for in-character posting on the Castellar Chronicles forum.
2. Treasure -- You are middling characters in a low magic world, where arcane magic is feared and in scarce supply. Players will increase very gradually in power.
3. Dying -- Players below 1 hp will fall unconscious and be disabled. Fellow players can revive them with healing kits, spells, or healers' packs. Any player may use healing kits to heal fellow players regardless of proficiency.
4. Death –- If the party plays as a team and uses common sense, permanent death will only occur if the entire party perishes. In that case the DM may reload or end the campaign. As for individual players, the DM decides if players die. For example, if a PC decides to jump into a pit of lava, the results could reasonably be fatal.
5. Resting –- Roleplay resting to spread out resting in a reasonable manner and to allow for in-game dream sequences. Further, rest will cause eight hours of game time to pass. The party also must decide to rest as a group for resting to be enabled.
6. Time -- Time passes at a rate of fifteen real time minutes per game hour, unless otherwise controlled by DMs. Time does matter in the story. There will story-based deadlines at certain points. Night and day have different events in some areas (eg. Merchants close at night and shadows hunt the players after dark).
7. PC Bios -- will be worked into the game story. Players must post a bio in the game forum. In addition, they can leave journal entries by their PCs to help fellow players and DMs engage with their character.
8. DMs are the Game Masters -- Even if certain situations are not fully scripted due to my server CPU restrictions, players are asked to play as a team with DMs and play along with scenarios such as underwater spell and item restrictions.
9. The usual -- Role play, play nice as a team, stay together, and think outside the NWN engine.
10. A Dynamic Module -- There are no saved games. This will be a build as we go adventure that will allow DMs to adapt the game to the players.
11. Tactics -- Combats will be challenging. Play as a group and think tactically.
12. Limits on Pets, Animal Companions & Summoned Creatures -- Familiars are beloved friends with a psychic bond to their masters. Animal Companions are beloved pets as well. Please roleplay this relationship, including concern for pets' welfare. Also, summoned creatures last only as many rounds as in the DMG, usually just part of one combat.
13. Watch where you cast spells -- FullPVP is enabled. Area effect spells will effect fellow party members, so cast carefully.
14. Steady Attendance -- As a courtesy to fellow players and DMs, steady attendance is expected. Game dates will be posted in advance on the campaign forum.
Copyright 2005 by
Arawen Silverstar Productions. All Rights Reserved.
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