House Rules
D&D Houserules for "The Pale's Woe" Campaign
Campaign Overview
Setting
World of Greyhawk: All Greyhawk supplements up to and including the RPGA Greyhawk Gazetteer are in play.
The first actual game starts the clock at 1st of Fireseek in 589y.
Anna B. Meyer Greyhawk Map 589y is used.
Beginning in the Theocracy of the Pale.
Character Creation
Pre-generated Characters: Provided for all players.
Custom Characters: Players may roll their own using 4d6 (drop the lowest, reroll 1s).
Restrictions: All characters must hail from the Pale. No Clerics allowed at the start.
D&D Tokens are created at RollAdvantage.com
Game Duration
Session Length: 2 hours.
Breaks: Two breaks at the half-hour marks.
Ruleset
D&D 3.5 Edition: All books allowed, including the Book of Erotic Fantasy.
Find Familiar Table: Use Find familiar | Dungeons & Dragons Lore Wiki | Fandom.
Preferred Ruleset: D20 SRD for 3.5 (d20srd.org). Players should be prepared with spells or special items to text the DM with rules from there.
Gameplay Mechanics
Character Creation
Pre-generated Characters: Provided.
Currently all players are using Pre-Gen Characters with modified backstories.
Custom Character Rolls: Roll 4d6, drop the lowest die, and reroll 1s.
Character Origin: All characters must hail from the Pale.
Class Restriction: No Clerics at the start.
Session Structure
Session Duration: 2 hours +/-.
Breaks: Two breaks at the half-hour marks.
Break Activities: Social media will be checked for any party-requested surveys or boons.
Scenes and Breaks
Scene Structure: The game will be divided into a series of scenes.
Break Activities: Social media will be checked for surveys or boons requested by the party during breaks.
Player Availability
Out of Scene: Players who are dead, incapacitated, or otherwise out of a scene must turn off their camera and mic but may continue listening.
Splitting the Party: Allowed, but preferred not until Adventure 4.
Experience Points (XP)
XP Advancement vs Story Advancement: XP advancement will be used, with XP awarded at the end of each encounter and at the end of the adventure. This WILL mean players can advance at different levels dependent on their participation.
Role-Playing Bonus: Awarded at the end of each adventure for exceptional RP.
Social Media Interactions: Additional XP and rewards may be given based on interactions during breaks.
Combat and Magic
Rules: All D&D 3.5 Edition rules in play.
Custom Content: Custom spells, items, and abilities from all sourcebooks, including the Book of Erotic Fantasy, are allowed, but must be brought to DMs attention before the session.
Social Media Integration
Requests: Players can request surveys or boons via social media. They can either choose to use their own social media, or they can have placed on the @the_DrunkDragon account of the DM.
DM Check-ins: DM will check and integrate these requests during breaks.
Role-Playing (RP) and Story
Narrative Focus: Emphasis on narrative-driven scenes.
Keep it Moving: To keep the game moving, try to keep interactions game focused.
Character Engagement: Players encouraged to deeply engage with their characters’ backgrounds and the world’s lore.
Bonus XP: Awarded for exceptional RP and creative problem-solving.
House Rule Additions
Fate Points: Each player starts with 3 Fate Points per session, usable for:
Rerolling any d20 roll (Costs TWO Fate Points)
Stabilizing when dying.
Adding a +5 bonus to any roll.
Heroic Moments: Once per session, a player can declare a Heroic Moment to perform an extraordinary action fitting the narrative and character.
Injury and Recovery: Injuries have lasting effects. Healing magic can mitigate but not completely eliminate serious wounds. Characters that go below zero hitpoints might pick up disabilities or scars.
Critical Hit/Miss Table from "Good Hits & Bad Misses", in Dragon #39 (July, 1980) COULD Be in Play.
The Tech Stuff
Video Software: Steamyard.com .
VTT: Owlbear Rodeo
On Screen Dice Roller: DDDice.com