|
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.
|