DO you GM? or DM? or ST?.. if so, tell us what house rules you strickly enforce within your game.. or the ones that you give leeway to.. anything that you ahve changed?
[send green star]
House rules 1) You split from the group I will do something evil 2) No crying if you die it will happen 3) Do not interupt me 4) Bring pens 5) I hate people challenging my descions so dont if I said you failed you failed even with a natural d20 6) Side items crafting,scroll making and so on happens during the week via email so not to kill game play 7) Role play not dice play role play your character
Sean, I like rule 6. Got to get our group to institute that one. I don't however, like gms who declare that their word is law. They tend to be inflexible, piss off the players, and end up not being invited back. We had one guy like that, who tried to force the players into his carefully crafted plotline, like Lodge in Gamers 2. Unlike Lodge, however, he didn't change, and he is no longer welcomed at our table. Our group sometimes takes side paths, or goes in a direction the GM didn't expect. A good GM will find a way to work with that to get the party to their goal without forcing them or using the old 'the all-powerful wizard teleports you to the ruins, tells you what to do, and then teleports you back' manouvre.