Everett Gaming Contract

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Group Gatherings

  • Communication/Discussions: There is a designated Facebook group to handle all this. Use it.
  • Commitment: The group will meet every 2 weeks. The FB group will have posted events, but in your own calendar, you should assume every 2 weeks. This commitment must be matched to have a permanent character in the campaign.
  • Caller: A group representative who will answer to the GM as the voice of authority when the GM needs to know what the party is going to do.
  • # Players: No more than 7 active players (prefer 5-6) at any given session; exceptions may be made at GM discretion. Do not bring friends without 1) asking other players, and 2) asking GM. Post it in the Facebook Group. If you can play a whole session vs. part of one is the first consideration in determining who gets a seat; Seniority in group is next.
  • Gathering: All parties shall gather around a single central area to participate as a group; exceptions can be made with space limitations.
  • Be presentable: Do not just roll out of bed after a 2 day binge partying and show up; be clean and affable.
  • Pets: If the gathering is at a place with pets and you have strong allergies, skip on it if you can’t get meds or bear it out.
  • No Drinking: Respect the time and effort put in by the GM and other players – this is not drinking time, its gaming time.
  • Clean Up: Help whoever hosts to clean up dishes, trach, recycle and anything else before you leave.
  • Respond: Confirm to whatever online calendar event is there so the host/GM can plan appropriately – If you do not and show up, the GM can force you to play an alternate character or NPC for the game session. Please call and email if its last minute and you will not be able to make it though you have responded ‘yes’ – we want to know you’re safe and not have to waste time waiting.
  • Absenteeism: Players who fail to show up for more than three consecutive sessions will have characters removed from the game in any way the GM sees fit – generally the tendency is to write spectacular deaths for characters who have ended their game-time.

The Gaming Space

The ONLY use for electronic devices is to manage the character sheet, make checks, and look up rules. Anything else is a distraction and disrespectful to everyone else. Sit with the group so that making checks can be observed and its easy for the GM to address the group. If its not possible, make sure you can show those nearest the results of making checks if needed with a minimum of movement – i.e. roll on a book you can pass to the nearest player to witness.

Making checks: You must have clearly marked indicators. If digital, the display must be viewable from all angles. All “dice” must have a high contrast between the numbers and background – i.e. white dice with black numbers. All resolution checks for players are to be made only on a character’s turn or when GM specifies, where people can see them. The spirit of this is to avoid questions of integrity and confusion in order of action, and make sure the GM and Party are all aware of each party members and opponents actions.

  • For % dice rolls, there must be a distinct tens (with double digits) and ones (single digit) dice or be declared ahead of the roll.
  • If you have multiple attacks or multiple checks for the same thing done in one roll, specify which dice is first. A fumble generally precludes any more actions so you must be able to determine which order they resolve in.

Kelly Berger’s House

THE TOP LEVEL IS OFF LIMITS. THE MASTER BEDROOM IS OFF LIMITS. If you need a bathroom, please wait your turn for the bathroom on the main floor. I have a wife and pets – they live here, you don’t. Respect them and their boundaries. Feel free to use the stove or whatever kitchen appliances for preparing foods and store them in the refrigerator but clean up when you are done. If ever in doubt about where something is (TP, bread, cleaning products, etc.) just ask, don’t go pulling stuff out of cupboards and moving things around.

Character Actions In-Game

Determination of Intent: The GM’s determination of a characters/players intent will stand unless it was specifically spelled out by a player, even if the determination may seem irrational. Its not the GM’s job to second guess the players.

End of Character Turn: After a character has ended their turn and the next character’s (PC or NPC) has begun to resolve there is no going back and applying damage or changing save outcomes. It is the players responsibility to know their character to the degree that keeps game play smooth.

Track Character Supplies: As your character uses equipment and resources, be fair and mark off what is used. Just as you do not have a endless free supply of items, neither does your character. Also note spell material requirements. If the GM catches an abuse of this, he is free to impose penalties such as spell failure or equipment breakage.

Character Creation

Players are responsible for creating their own characters.

  • Generating Stats: Point Buy for 5e.
  • Character Review: The GM will approve them outside of game time, before they get used in game. The GM will disallow or may penalize obvious min/maxing and attempts at taking minor disadvantages to get a few more perks. Negative traits creating unfair vulnerabilities for the entire group and will be painfully exploited by the GM.
  • History: A well done and approved character background will grant an additional starting elements. A background worked out with all the players, incorporating them will grant added knowledge (skill, lore, language, etc.) that can be distributed throughout the group.
  • NPCs: GM characters WILL NOT COUNT IN ASSESSING GROUP REWARDS.

Campaign Regulation

Play Scenarios: Once a game master starts a campaign, it is up to them to regulate play scenarios until the campaign ends. The campaign GM may allow other GM’s to run scenarios only after reviewing the concept and stipulating any restrictions to ensure balance and continuity. As a general rule, GM’s must abide by the Interim Play guidelines – anything that violates these should be cleared ahead of time by the campaign GM.

Interim Play: A GM may need a break or a player may want to tell a story. If this is part of a campaign with a specific flow and pace, the details of such need to be worked out with the campaign GM. Alternatively, if the GM is unavailable and the rest of the group decides to meet and play, an alternate GM will be chosen. In absence of regulation by a campaign GM, the general provisions of ‘interim play’ are applied as follows:

  • No powerful items (mystic or mundane) are introduced into the campaign
  • No major plot devices are introduced – the scenario must be self contained
  • No more than few days of time are allowed to elapse in game terms
  • Very little can be awarded for a single session
  • No major wealth is introduced into the campaign
  • No major NPC’s are introduced into the campaign
  • If all other characters die, any PC belonging to the GM and used in the scenario must also perish.
Adventure Log Format: For players wanting to chronicle the campaign from a character perspective.
SEE SOURCE CODE/COPY & PASTE
Voice: Insert name of character dictating or writing…
Campaign Log Date: Insert recorded Date…

Insert Summary Event Text Label: [Insert event Date…]

Insert lots of details here…



[Character Voice…] Insert quoted text here…

[Character Voice…] Insert quoted text here…

END SOURCE CODE/COPY & PASTE