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Dungeon Master Rules for Running Adventure in Westron
DM's should use these rules as a guide for creating adventures in the Westron 3rd Ed. System
Making Adventures
A.
What PC's May Go:
The DM is encouraged to gear any adventures to a specific range
of levels or character power. DM's should recognize that a party
that contains under-powered 10th level characters and
over-achieving 7th level characters may work very well as a group
as all the characters are about equal caliber. However, a party
with three 15th level characters and three 6th level characters
are not ideal as the players playing the 6th level characters
will not be able to contribute. The DM should make an effort to
veto (before the session) the participation of any player
characters that are of an inappropriate caliber of power in
comparison to the difficulty of the adventure. If for some reason
a player doesn't have a character in their roster that is
appropriate for the adventure, the DM should have one or two
pre-generated characters that the player can play on a one time
basis. It would also be allowable for a player to play a
character belonging to another player (assuming both players
agree). These stop gap measures should probably be needed only to
support those players that play on an occasional basis as the
"regular" players should have a wide enough range of
characters to select from so they would be able to participate in
most adventures.
B.
Treasure:
Until notified otherwise, all DM's should hand out only items
that can be found in the standard DMG. All DM's shall also follow
the guidelines for handing out treasure (e.g. the treasure should
match the monsters/ situations that the party encounters). In the
case of using pre-generated modules, if such a module contains a
non-standard item, the DM may give out such an item, but the DM
should carefully review the power of the item to make sure that
the item is not more powerful than that which would normally be
allowed. A DM may also not give out any magic item that his or
her PC can use significantly better than the PC's that actually
go on the adventure. For example, if a DM's player character is
the only PC in the campaign that uses a warhammer, the DM should
not give out a warhammer + 3 and then have his PC trade for it at
the end of the adventure.
C. Story-lines: A DM may not have a player
character that is not directly participating in the adventure
(e.g. being controlled by his/ her player) significantly benefit
as a result of the adventure. In other words, Stuart cannot have
Weslocke send the party to disrupt a rival guild. However, if
Ross is DM'ing, Ross could write an adventure for Weslocke to
persuade some of his friends or allies to go with him in locating
the base of some rival smugglers and sharing in the profits (of
course!). In otherwords, PC's that are not actually playing in
the adventure (and taking equal risk) should not launch nor guide
the story-line of the adventure. In addition, there shall be no
cataclysmic events (e.g. Dragon Wars, widespread plague, alien
invasions, destruction of major cities and the like) in the world
of Westron without consulting Stuart. Also, no DM may kill a
major NPC that is integral to the world of Westron without
Stuart's expressed authorization.
D.
Authority:
Stuart will constitute the final authority regarding enforcement
of the above guidelines. For any decisions that involve Stuart's
PC's, a quorum of those present of; Ken, Mickey, Ross, Saki and
Steve T. will make such decisions.