Dark Lantern's Light
- I, the GM, reserve the right to nix anything that comes up in the game that conflicts with the campaign I’m trying to run, story that I’m trying to tell, or the game balance I hope to have. I hope that I will not have to do this often or at all, however.
- We will be using the incremental advances optional rule as presented on page 203. On average, I will be trying to award one advance every couple of sessions, but this isn’t guaranteed.
- Roleplaying and excellent description will be rewarded mechanically in the following way. Roleplaying or describing your actions reasonably will net you a +1 on the roll for the event you’re describing or playing out, with better (as defined as being more fun, interesting, or unique) efforts gaining better bonuses, up to a +3. The key point is that it needs to be reasonable. Spending 5 minutes describing the minute details of your basic attack so you can get a +3 on the roll is not going to happen.
- In combat, the moment another player or I, the GM, rolls dice, your turn is completely over and cannot be retroactively changed. Meaning that you cannot change damaged given or received, make forgotten saving throws or take forgotten actions, and so on. I’ll allow some leeway on this, but it’s basically a rule intended to keep things moving along at a decent clip.
- For a while at the beginning of the game (the first few sessions), I will allow players to make some adjustments to their characters until they’ve gotten the kind of character that they really want to play. Once, and only once, in the life of a character I will allow a reasonable (as determined in a conversation between myself and the player) PC overhaul.