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Darwin's Realm  |  House Rules  |  Cast of Characters  |  Campaign Journals

House Rules for the
Darwin's Realm Campaign

Since this is an "organic" campaign which changes and evolves with the passage of time and game sessions, the house rules used in this campaign are too numerous and given to fluctuation to be listed here. The core rules used are a hybrid of 1st and 2nd edition Dungeons and Dragons. We are currently integrating, carefully, the 3.0 and 3.5 rules. The old armor class, dice system, 10 segment rounds, etc. are still being used.

Character generation utilizes all standard races and classes found in either edition's Player's Handbook. Other options (for race, class, and other considerations) may be available after discussion with, and approval by, the Game Master (GM). All player characters begin the game with 10 gold pieces (no, that is not a typo) and a dagger. If they wish to become adventurers in Darwin's Realm, they will have to start from underneath the ladder and fight their way to the top.

Character mortality is a definite consideration in Darwin's Realm. "Survival of the fittest" is a literal fact in this campaign. Combat is frequent and often deadly and players (especially those new to the campaign's style) can expect to loose characters from time to time. Roleplaying is encouraged but character development and background stories are best done over a period of time and game sessions. This way no one spends six hours detailing the life of their character only to find him dead in the first combat. Conversely, characters who survive for a goodly length of time can become fascinating and multifaceted as they evolve through the trials and tribulations that await them.

Dave P., setting designer, guru, and head GM, offers these fundamental guidelines to keep in mind:

  • All the easy treasure has long ago been found.
  • Those that have wealth and power will jealously guard and protect it.
  • Risk is usually, although not always, commensurate with reward, to some degree.
  • Carelessness will summon Death.
  • The Gods don't care.
  • Smart play is better than good stats. Dice are stupid. Don't let them do your thinking for you.
  • The 3 laws of thermodynamics.
  • Common sense.
 

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