Table Rules

Difference between a house rule and a table rule is that house rules are about game-system modifications while table rules are the more meta-rules about how we as players approach the game.

Very few of these, because I don’t think we need many.

  • Tone: Enjoying a humorous moment is fine, but this isn’t a comedy campaign. So if a player is trying to do something serious with their character, save the detailed prediction of hilarious tentacle-related failure till they’re done.
  • Know your mechanics: We’re using multiple systems, and while many of them can be used simply, they can also be as complicated as you want them to be. If you’re going to do anything beyond the absolute basics, you need to know the rules for what you’re trying to do, and know where the rules are located so I can reference what you’re doing if I need to check how it interacts with things you may or may not know about yet. Trying to look up how to do something complicated in the middle of play kills the mood and bogs down the session. If I can’t move the spotlight to someone else while you figure it out, do something else and assume your character didn’t think of doing that.
  • Attendance: If possible, I’d rather run games with missing people than not run them at all, but if the plot is at a critical point that hinges on that character, we’ll either take the week off or run a one-off flashback of a previously off-screen episode involving the remaining characters.
  • Time Outs: If you object to something, whether it’s a GM or Player action, please call a time out when it first happens so we can discuss it. It’s much easier to deal with an issue when it’s happening rather than 3 sessions later when other actions and plot points have already been built off of it. This also applies if you don’t get why something is happening and want to clarify.

Table Rules

The Ameth Chronicle ADP ADP