Social Contract (Don't be a dick)

This page is intended to lay out the ground rules that everyone who pulls up to the table agrees to abide by.

Prime Directive of Gaming

This game is meant to be fun. No one person’s fun trumps the fun of anyone else at the table.

Rule 0

The GM’s word is law. if there is a disagreement on rules interpretation, the GM has final say at the moment and it can be further reviewed after the encounter.

Heroic Party vs Party-of-Heroes

This campaign is intended to be played as a cooperative game highlighting the story of a party of adventurers. To that end:
1. Characters should generally agree on actions taken by the party as a whole.
2. Characters may not be perfect, but are generally assumed to be Good Guys. They are the Big Damn Heroes and although they may occasionally make bad decisions they try to do good things in the world

GM as Narrator

A campaign is a group storytelling activity. The GM’s role is to facilitate this story. Despite throwing difficult encounters and plot curveballs at players while cackling, the GM is not an adversary and her goal is not to cause a TPK.

Homebrew and House Rules

World of Darkness can be a very fluid system, and is heavily narrative based. Any House Rules made prior to gameplay or made on the fly will be carefully reviewed as to their efficacy. Hannah reserves the right to change house rules or home-brew content at any time. She will try as hard as he can to give you adequate warning and not do it in the middle of the session unless it is ground-shatteringly broken. Any House Rules that are confusing or that are important for all players will be posted to this wiki.

And a few minor details:

Keep in mind that everyone at the table will have differing levels of comfort with roleplaying and it is important to not be a dick to other players when they are coming out of their shell. Or ever.

It’s hard not to invite back the guy who brought food to share. Communal munchies and drinks are encouraged.

Social Contract (Don't be a dick)

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