House Rules

#1 Alignment

As many people know, I don’t really like how D&D applies alignment. Thus for this game we won’t really be using alignments. If the character you want to play follows one of those alignments anyways, that’s totally fine, but we won’t be using rules that directly interact with alignment. This link is an interesting discussion on alignment.

#2 Campaign Traits

I would love to see the campaign traits that were in the .pdf that I sent around in your characters. If you have a back-story that conflicts with the traits in there, then please try and make 2 of your own. If you are curious about this you can drop me an email. Overall, I was hoping that every character would have 2 traits; in a perfect world, one would be from the kingmaker players handbook.

#3 Flavour Traits

So there aren’t any rules for this, but I am hoping that after everybody’s character is done, we will be able to sit down and boil 4 or 5 things about their personality that will add a lot of flavour for role-playing. On top of that, I think that it is important to mark out which of those elements would be interesting to see growth through play, and which ones are such a deep part of that character that they really should not change.

Some examples I have from the character I am playing in my other game:

Shallow dwarf hatred, Deep dwarf respect (cultural): Due to growing up in a family that is totally embittered towards dwarves, he shallowly hates dwarf culture and what they stand for. There is however a deep unconscious respect for his heritage though, and this pops up in fascinating ways; his entire family shares this mentality. Example: he subconsciously loves the martial nature of dwarves, but shows this by being the antithesis to the average dwarf warrior.
Young & Unconfident: Has a lack of worldly experience, is just an old teenager.
Second born: Is not the first born son, is not inheriting the forge either; feels like he needs to fill his (locally) famous father’s footsteps.
Truth as spectrum: Yurgath is so used to lying that conventional notions of truth telling defy him. It does not even occur to him not to lie, or how far from the truth he is. This was gained due to his outsider status growing up in a human village.
Loves Battle: Something that starts small, but will continue to grow is his love for battle, and being able to make that critical attack that swings the fight into his favour.

Cool resource!
I just found this resource for adding some flavour traits: check it out: Sins & Virtues Character Cards
For juicier characters, try and pick two contrasting cards….

#4 Accessories

I am planning on using Paizo’s “Critical Hit Deck”, as well as their “Critical Fumble Deck.” We will be using scale miniatures, and to start with I am sure that they will look nothing like they should. Hopefully as the campaign progresses, we can kick up a couple bucks and get some figs for our characters.

#5 Timeline

The way that this campaign goes, is that when the PC’s accept the charter, they know that they will likely be away for years; this should hopefully be consistent with your back-story. Later on in the campaign, in some sessions we may go through a couple of in game years in an hour or so.

#6 Social Conflict

I have always thought that D&D is mechanically the weakest when it comes to social conflicts. I just found a really cool sub-system that we can use to make social conflict more fun mechanically as well as from a story telling perspective. To that end, we will be using Battle of Wills Cards
To see how they are used rules-wise, you can look here:

House Rules

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