Through the Underworld

The Social "Contract"

In an endeavor to create a strong gaming experience for the players and their Player-Characters(Henceforth "PC's") this document will provide reasoning and consistency of the Game Master's (Henceforth "GM's) house rules.

1: The GM will explain why a task is however difficult, why the tasks difficulty was up/downgraded, why the player is having to deal with a/multiple setbacks/boosts. In return once the player takes the difficulty dice to roll against he or she is accepting any possible outcomes. 

2: In order to assist with immersion and ensure a cinematic pace that provides maximum play time per session the players will not be allowed to consult rule books during play. The GM will endeavor to be knowledgeable of the rules, but is not perfect. When a time comes that GM does not know the rules he will make a "spot rule" for the session, research the rule after play, and then inform the players of the inconsistency and how the situation will be ruled afterwards. 

3: In order to assist with immersion and ensure a cinematic pace that provides maximum play time per session the players will consult the GM with personal disputes on rolls after the session has concluded, privately in person or via text. In return the GM ensures the player will not be put into excessively hazardous situations that could be permanently damaging to a situation without allowing the player and player character know the risks before attempting any given course of action, as wll as ensuring that no single check or increase will be used to attempt to significantly change the course of any of the PC's character traits or choices. 

 

In return for following the above rules the GM ensures all ensured above, as well as:

 

1: That the GM does not and will not have a "GM vs The PC's" mentality, and understands that his role is to provide the players with a campaign that is enjoyable to each of the players.

2: Said campaign will contain moments and opportunities for each PC build to shine, and gives opportunities for the PC's to make an impact on their field of choice.

3: Said campaign will be built to be 12-15 sessions long, or longer if requested unanimously by the players. Each individual session will be built prior to the date of play, with players having to deal with "off the cuff" story telling and encounter building as little as possible. 

4: Said campaign will be malleable to allow for the PC's to take multiple paths to success, and multiple paths to serve their own interests.

5: Said campaign will include and interact with the backstories, if any, of the player characters that were crafted by the characters. Such backstory includes but is not limited to the Obligation Mechanic. 

6: Said campaign will test the PC's in a variety of different skills with occasional threats built specifically to target a character's strengths and weaknesses to allow for better roleplaying opportunity with each. The GM will not consistently build encounters in order to "Hit 'em in the Dump Stat" unless the player has done something to announce their weakness to their enemies. For example, a man introducing himself as the "The Cybertech Menace" every session may find himself fighting ion weapons every other encounter, but the same man who doesn't announce himself may face such a threat once or twice a campaign. 

7: The GM will endeavor to be reasonable and fair on the Table as well as in player-GM discussions about any rulings made, and be prepared to make compromises if needed. However the ultimate decision on any ruling is left the GM, and not every decision will have a compromise. 

8: Due to the players dealing with a new system in Edge of the Empire a few hiccups here or there are expected and understandable. If a player finds that a character concept does not work like they anticipated or simply cannot "gel" with a character concept they are each allowed a single rebuild, with story justifications for the change to be made with the player and GM.  

View
Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.