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<!-- HouseRules.xml (c) 1999 Shawn P. Vincent (svincent@svincent.com) -->

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<file>MagicJar/Rules/HouseRules.xml</file>
<title>Shawn Vincent's House Rules</title>

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<h2>Introduction</h2>

    <p>I use a fair number of house rules, as well as playing fairly
    high-handed with the rules that are left, usually ignoring
    inappropriate procedures and dice rolls for the sake of a smoother
    game.  Ideally, I want the rules to go away altogether, but
    sometimes they're convenient.</p>

    <p>For the most part, I like for you to get involved, think about
    what's going on, and come up with entertaining and cool solutions
    to problems. That's the point.</p>

    <p>On the other hand, sometimes it's fun to roll a few dice, and
    so I have you come up with stats and proficiencies and all the
    rest. It's all secondary, though, to having a good time.</p>

    <p>Now that that's been said, I can go about telling you about
    some of my particular house rules that I use.</p>

<h2>Magic and Spells</h2>

    <p>When choosing spells for a first level character, cantrip is
    almost always known, unless a good reason can be given in the
    character's background as to why he or she didn't get formal
    training.  Besides this spell, typically two or three others are
    known.  All spell lists must be approved by me before play.  Spell
    books exist, and must be used, and they're heavy and expensive to
    replace.</p>

    <p>Also, don't be afraid to try to research new spells or magical
    items!  It is possible in my campaigns even for low-level
    characters, and makes for much more interesting game play.</p>

<h2>Modified Strength Rules</h2>

    <p>Exceptional strength is stupid. To avoid it, I use the
    following modified system.  I'll drop this on the floor when 3rd
    edition comes out, because they're removing exceptional strength
    officially.  Horray!</p>

    <table>
        <tr><th>Ability<br/> Score</th> <th>Hit<br/> Prob.</th>
            <th>Damage<br/> Adjust.</th> <th>Weight<br/> Allow.</th>
            <th>Max.<br/> Press</th> <th>Open<br/> Doors</th> <th>Bend
            Bars/<br/>Lift Gates</th></tr>

        <tr><th>15</th> <td>-</td> <td>-</td> <td>55</td> <td>170</td>
            <td>8</td> <td>7%</td></tr>

        <tr><th>16</th> <td>+1</td> <td>+1</td> <td>85</td>
            <td>220</td> <td>10</td> <td>13%</td></tr>

        <tr><th>17</th> <td>+1</td> <td>+3</td> <td>135</td>
            <td>280</td> <td>12</td> <td>20%</td></tr>

        <tr><th>18</th> <td>+2</td> <td>+5</td> <td>235</td>
            <td>380</td> <td>15(3)</td> <td>35%</td></tr>

        <tr><th>19</th> <td>+3</td> <td>+7</td> <td>485</td>
            <td>640</td> <td>16(8)</td> <td>50%</td></tr>
    </table>



<h2>Combat</h2>

    <p>My campaigns tend to be very low-combat.  That in mind, I also
    try to spice up combat when it does happen, so that it tends to be
    less the typically slash-at-the-monster-roll-
    the-dice-did-I-hit-maybe- yep-roll-damage-I-got-5-the-
    monster-swings-its-claws-etc..  </p>

    <p>First of all, I'm not afraid of putting characters up against
    monsters that are much more powerful than them.  If something
    looks scary, and you think it might eat you if given the chance,
    then it probably will.  Don't run into combat unnecessarily.  Run
    away to fight another day...</p>

    <p>I sometimes run combats which don't consist of rounds, but
    combine multiple rounds into one with a bunch of dice rolls.
    Sometimes I average dice rolls to get an overall view of a battle,
    and then describe what happens.  Combat can get really, really
    boring, and I try to spice it up as much as possible.</p>

    <p>I'm also not afraid of giving characters permanent injuries.
    If a character is driven below 0 hp during the course of a combat
    round, that character is unconscious, and will bleed, losing 1hp
    per round until appropriate medical treatment can be administered.
    After regaining consciousness, I will occasionally give that
    character a permanent injury, with the severity roughly
    corresponding to how far below 0 the character was.  This could
    range from a scar to the loss of a limb.</p>

<h2>Healing</h2>

    <p>There is magical healing available in my campaign, but not in
    all places, and it's often expensive and hard to find.  In
    addition, there are many fakirs who claim to be able to heal, but
    truly cannot.  Some priesthoods claim divine healing, and are also
    fakirs.  In other words, don't count on it.  It probably won't be
    there for you unless you're willing to go on a few long journeys
    and so some favors for important people.</p>

    <p>As for raising the dead... well, it's happened before.  Exactly
    twice.  Once, the character up until that point was a ghost (as
    she had been at character creation), and the raising was a
    <em>major</em> plot element.  In the other case, a character who
    had died was sucked into the body of a fallen enemy.  The
    character was never quite the same, or ever very happy.</p>

    <p>So the up-shot of all this is: don't expect to be raised if you
    die.  Mostly when people die, they're dead.</p>


<h2>Role Playing</h2>

    <p>Role playing is a complex and poorly understood
    phenomenon. It's used in education, psychotherapy, and the more
    immediately interesting use: entertainment.</p>

    <p>I don't particularly wish to go into a long scholarly essay
    here (although I always like to talk about it), but there is some
    motivation for becoming a better role-player. It heightens your
    involvement with the game, it makes things more fun for you and
    everybody else, and everybody is happier.</p>

    <p>So, what sort of advice could I dredge up about good role
    playing?  Remarkably little, for my many years of gaming. Role
    playing is mostly something that happens on its own without
    conscious effort. But there are a few tips I could give:</p>

    <h3>Play yourself</h3>

    <p>That's poorly phrased. It should rather be: play a character
    who is an extension of some part of yourself. I'm sure that there
    are role players who can magically become somebody who's
    completely unlike themselves, but I haven't met them. Play who
    you'd be in an ideal world.  Roleplaying is an excellent
    opportunity for us to escape our own limitations.</p>

    <h3>Try to get involved</h3>

    <p>You know the feeling you get when you're reading a particularly
    engrossing book? Where you start to feel like the character? When
    you're completely engrossed in a role playing game, you can get
    even further engrossed. If you can get involved to the point where
    your adrenaline actually starts pumping, and your heart rate
    increases, I say you're being successful. Try to feel what your
    character feels. Think about what it's like to be staring at a
    heavy sharp chunk of steel heading in your direction, or to have
    an OMNIPOTENT GOD after your hide! Get involved.</p>

    <h3>Try to act as your character would</h3>

    <p>Gaming can be a form of theatre.  If you really get into your
    character, even hamming it up, etc, you can make the game much
    more enjoyable for yourself and everybody else.  Of course, not
    all of us are the greatest actors, but this can be fun to try
    regardless.</p>

    <h3>Have fun, and <em>TALK ABOUT ISSUES</em></h3>

    <p>Above all else, try to have fun.  I believe that the atmosphere
    of a gaming session is supposed to be relaxed and welcoming, where
    everybody's having a good time.  If you're not having too much fun
    for some reason, bring it up, either with the other players, or
    with the game master, whichever seems most appropriate for the
    issue at hand.  Most issues get worse if you don't talk about
    them, in any aspect of life.  Gaming is no different.  Everybody
    wants everybody else to have fun, and if you're not, and you
    mention it, probably something could change to accommodate
    you.</p>

    <h3>The Seven Models Of Roleplay</h3>

    <p>One theory on roleplaying I have found useful in the past is
    the &quot;seven models of roleplay&quot; theory, from Levi
    Kornelson.  Levi contests that there are seven styles of gaming,
    each with their own merits and benefits.</p>

    <p>Levi's pretty close to the mark on this one: I've seen all
    these types of gamers, although often several styles will be
    present in one person, to greater or lesser degrees.  It's helpful
    to keep these styles in mind: often other players in your group
    may have different styles than you, and this isn't necessarily a
    bad thing.</p>

    <p>So, here are the seven styles.</p>

    <p><strong>Story</strong> - In this model, the focus is on the
    story above all else.  All actions are to further the plotline of
    the current adventure/saga, and the principle enjoyment is found
    in shaping the shared story into an attractive &quot;shape&quot;.
    This model is the closest to &quot;collabrative storytelling&quot;
    of any of the models.  I have minor leanings in this direction.
    Very plot-oriented.</p>

    <p><strong>Theatre</strong> - In this model, the focus is on
    roleplaying one's character to the hilt, acting more as an actor
    than a player in a game.  It is of utmost importance to play the
    character, even at the expense of the character's personal gain.
    Very character-oriented.  My wife leans heavily in this
    direction.</p>

    <p><strong>Game</strong> - In this model, the focus is on playing
    a game: there are rules and a GM to keep things fair, and the
    player does things to accomplish goals (the same way one would
    attempt to win at Monopoly).  Often very system-oriented.</p>

    <p><strong>Simulation</strong> - In this model, the focus is on
    immersing one's self into an interactive world, becoming one's
    character, and taking part in things you can't do in real life.
    Similar to dreaming, roleplaying in this manner can allow you to
    enter another world, filled with wonder and excitement, as
    compared to your dull dreary life at home.  This is my principle
    aspiration, although I tend to succeed more in providing
    Socialization, Theatre, and Story.</p>

    <p><strong>Socialization</strong> - In this model, players mostly
    are interacting with each other, using their characters as a means
    to interact in a more entertaining (and perhaps less socially
    difficult) manner.  Some of us gamers work all the time, and
    gaming is the only guarantee that we'll see friends on a regular
    basis, and others use gaming as yet another means for social
    interaction.  Our group has a fair amount of this model thrown in,
    to the extent that we often end up not gaming, but just sitting
    around talking instead.</p>

    <p><strong>Recreation</strong> - In this model, the whole point of
    the game is to have lots and lots of fun.  The characters are made
    to do entertaining things, at the expense of plot, character
    development, and similar things.  The whole point of gaming is to
    have fun, right?  The focus is on fun, whilst the other models are
    more focused on satisfaction.</p>

    <p><strong>Growth Experience</strong> - In this model, players
    take characters that are similar to themselves, and use them to
    examine themselves.  It is often difficult to know when players
    are doing this (it often looks just like regular gaming, sometimes
    similar to Simulation or Theatre), but most serious gamers
    experiment with it at one point or another, I think.</p>

    <p>Which model do you fit into?</p>

    <h3>More thoughts?</h3>

    <p>I'm sure there's other stuff that I could put here, but I can't
    think of it right now. It's hard!</p>

<h2>Miscellany</h2>

    <p>I will probably try to introduce a few rules changes with
    respect to proficiencies and attributes during the course of the
    game, but nothing too major.</p>

    <p>I try to encourage good role-playing, and absorption into the
    world and one's character.  Try to think like your character, and
    imagine yourself being him or her.  It makes the game more fun for
    everybody.</p>

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