Unless specifically overridden through an agreement or document specific to a play group, you can expect the following stylistic elements to be present in all session of game in which Kelly Jon Berger is GMing:
RPG Emphasis on Challenge: While some prefer the role-playing aspect of an RPG game to be about escape, wherein they find themselves the protagonist and “heroic”, I prefer the challenge aspect of roleplaying. This means working within race, class/archetype, location, and cultural constraints to make an interesting character or situation and playing out decisions based on perspectives and values other than my own. Ethical limits can be stretched, tests can be made, group dynamics altered and the means to success outside my own perspective explored in an interesting and safe way. By default, the action presented will be deadly and knowledge/non-combat skills may be just as important, if not more, in dealing with situations. The impulse to simply rush in, laying waste, will more often get you killed.
Gritty Realism: I will use an increased level of lethality and realism whenever possible. This means situationally, the rules may not apply if the GM knowledge and/or situation means that normal outcomes would not be facilitated. The emphasis on story too may include alteration of the rules based on the circumstances the characters are in. I try and make this reflective of real life cause and effects to the fullest extent possible.
Recording play session outcomes in web pages: Use the provisions set out in the Adventure Log/Quoting Format.
Every attempt will be made to not contrive party formation or addition/inserting a new character. It is the responsibility of THE PLAYERS to ensure that characters are compatible and the party cohesion is the best it can be. As a GM, I am willing to work with players to grant benefits to enhanced background stories, integrating them into the campaign in terms of timeline and culture/location. The players are expected to roleplay their shared bonds and connections between them that facilitate their desire to assist each other to succeed.
Play Scenarios: Once a game master starts a campaign, it is up to them to regulate pace and content of play scenarios until the campaign ends. The campaign GM may allow other people to GM/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 established Interim Play Guidelines – anything that violates these should be approved ahead of time by the campaign GM.
Drop-In/Baggage Train Characters: When we have drop-in players, the campaign does not change, expectations remain the same. These characters can have extra drama and energy around them because the baggage train, while all loyal members of the party, are untried, less known and the players behind them are not part of the typical party make up. Drop-in players are expected to take the campaign story seriously, and not to create chaos “flexing their roleplaying muscle” because it’s a one-off. Neither is it right for normal campaign characters to fail to protect the extra characters due to their status – the story is a cohesive party and familiarity all around. Everyone should be playing with their normal play styles as filtered by the roleplaying challenges presented and documented in their characters, Some have more or less than others. Lastly, the GM is not going to alter the story to account for anything other than a scale of numbers or intelligence of foes to continue to provide a challenge. Extra characters won’t mean a cake-walk. In fact, it may increase the difficulty of scenarios trying to keep challenging storytelling with the extra creativity and firepower the added characters bring. No punches will be pulled. The likelihood of character death in any given scenario will remain unchanged.
Simple mistakes are one thing – “oh yea, that effects is 100, not 50 feet”, these can be corrected with a exchange of a sentence or two. Interpretation of rules, or if the GM says something does not apply, arguments and disagreements will not be tolerated. The GM has privelaged information that affects the outcome of many things that the PCs do not have. If a player interjects that the situation is preventing them from operating within the strict rules, and the GM indicates that they are aware of it but that it does not apply, do not halt the flow of the game. After the session is the time to discuss disagreements or why the rules were inapplicable.