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Dragonshore
- System: 3.5 D&D
- Genre: Dungeon and Dragons
About this game
Welcome to the relatively quiet and sleepy region of Dragonshore. You are weary, and hope the odd man you talked to a few days back was telling the truth. He claimed that there were all sorts of easy odd jobs that the locals needed doing for those who were seeking a little bit of adventure and coin. The news couldn't come at a better time, for the purse is quite light, and in need of replenishment. You see the town in the distance, peaceful and serene, and your heavy weary feet plod down the dusty road towards it a bit more quickly.
Premise
I am going to run a series of very easy and short mini adventures to teach interested players how to play 3.5 Dungeons and Dragons.
I thought it is time to mention some things that I, as a DM, want to express concerning how I DM. There are many game supplements, books, errata’s, and core books out there for the game. I don’t pretend for a minute to claim that I know everything that is out there. These tools for play to me are guidelines, not set in stone rules. This being said, I want to mention some of my personal quirks where the rules are concerned. I am not going to go into detail or a lengthy discussion as to why I won’t use or go by the book concerning the things I am going to mention. It is my ruling concerning these things, and I know there are those who will want to argue with some of these decisions. I am a fair DM, and am always open to hearing a rebuttal to my decisions as long as they are presented in a manner that is not argumentative and has facts to back up their rebuttal.
1) I do not like nor allow psionic’s in my games.
2) I do not just allow secret doors in my game to be found by just merely passing within 5’ of them, nor will I ask the player to roll a check that will definitely clue them in that something is amiss in that area. Doors are secret for a reason, and if you are going to find them, you will actively search for them. If anyone should get a bonus where this is concerned, I always thought that it should be a dwarf, definitely not an elf.
3) I rarely allow players to play monster races, although there are a few times, depending on the adventure, or my campaign, where it was encouraged and accepted.
4) I do not argue “rules”, which as stated earlier are merely guidelines to me. I also do not know every one of the guidelines, nor pretend to. I may interpret a guideline differently than another, or may just outright say I need to research it. If there is a disagreement, then I usually ask the other gamers before making a decision.
5) I allow parties of mixed alignment. I feel a player can be whatever they want to be. It is up to the party how to handle a player who they may feel is out of synch with their goals or beliefs.
6) I want characters that have flaws, which means players will need to add some personal traits that will fully round out their character and make them unique. I also desire a good background. This I leave up to you, and as long as it makes sense and ties in with my campaign, the options are pretty limitless.
7) I use critical hit, critical fumble and wild magic tables in my game. The critical hit tables are optional to players. I allow the player to choose which critical hit table they want to use, mine, or the guidelines in the core books. I do not allow a player an option regarding the use of my critical fumble table and wild magic table. A natural “1” on an attack roll is a critical miss, and may be a critical fumble or an accidental critical hit. A natural “20” on an attack roll results in a critical hit.
8) I will give experience points to players on the following day after a gaming session. This will give the players a week to decide how to level up. This will also give the players the chance to run things by me and to ask questions before the next session. However, there may be times when I know a player has advanced, and I feel that it may be of help to advance them on the fly. In these cases, I may give the player just some of their new abilities, hit point gain, and etc…
9) I require of my players to submit to me an updated equipment list before each session that reflects what has been used, lost, or gained. I will compare that list with the one that I am keeping on the player to make sure that there are not any discrepancies. If you do not have an item listed in your inventory, then you do not have it once the game begins.
10) Character Leveling - A roll of ‘1’ for new hit points (after 1st level when HP are max) may be re-rolled once each level
11) Combat - The first round of combat (as with surprise rounds) allows only partial actions; this simulates combatants getting moving, and also mitigates (immediate advantages) of ranged combatants. A living creature struck for 1/2 or more damage of its initial hit points on the first single attack is considered “Clobbered” allowing for only a partial action on its next turn.
12) I create a game world that is unique and befitting the area in which it was created. I do not create the world around you specifically to fit your level, so there will be times when you will find yourself where you may not want to be. If you are one who expects to overcome everything you encounter, then you will find yourself dying a lot in my campaign. Every action you take in my campaign will have a reaction that may help or hinder you as your character progresses in the campaign.
Style of play
I'm a GM who wants the player to feel like she or he is a definite part of the world they are adventuring in. I generally have several plots going at one time, and I let the players choose which path they will take. My game is designed where the world is full of creatures that inhabit the world, and have places where they belong. If you go into an adult dragon's lair as a first level character, knowingly or unknowingly, then whatever happens... happens. You will not be able to win every fight in my game, and if you don't like the idea of running, then the concept of dying becomes very realistic to your character in one of my games.
You can expect a wide variety of adventuring scenarios that will include plots that embrace humor, or immerse one in intrigue. Expect to place the outcome of a serious situation upon your abilities to solve a puzzle or a stumping riddle. Yet, sometimes you just might go toe to toe in an outright and blatant hack-n-slash brawl. One never knows what to expect from me. The realms are a dangerous place, and I can assure you of this.




