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DM Guide

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Introduction to DMing

Welcome to DMing in the Wold!

Welcome to DMing.JPG
“Every now and then a mere player decides he has to rise above his fellow man and become a DM”


You’ve played alongside us for some time, you know your way around the game boards and you’ve probably poked fun at Cayzle once or twice. Congratulations, you’ve just become a DM!

This guide has been put together to help you understand your new responsibilities as well as provide a place of reference for some of the more commonly asked questions.



The Aim of the Game is Enjoyment

Gary Gygax.jpg
“Games give you a chance to excel, and if you’re playing in good company you don’t even mind if you lose because you had the enjoyment of the company during the course of the game.” - Gary Gygax


Every person involved in the game is responsible for the enjoyment of the others - none more so than the DM. You will spend months planning a puzzle they will solve in one post. They will roll Nat20s on the big bad evil guy during their first encounter with him. They will go South when every single nudge you have given them tells them to go North. But that’s all ok! Being a DM isn’t about being right or “beating the PCs”.

For a DM to “win” the game needs to be enjoyed by everyone involved. The players should come away thinking “Wow! That was amazing!” If the players are all involved in the story and the setting, are bragging about it on the Loot’n’Booty board to others THEN the DM is winning.

But the game needs to be enjoyed by you too. To quote one game designer “In the perfect game, players and DM experience an epic story together and everyone is contributing his part.”

Hopefully this guide will give you some hints and tips on how to get that balance.



DMing Responsibilities

DM Guide - Responsibility.jpg
“The price of greatness is responsibility.” - Winston Churchill

1. Post every weekday

The DM should be available and responsible for posting weekdays. When something occurs that prevents you from posting, contact your backup if possible. If the turn is late, send a quick note to the players, apologizing and explaining the circumstances. The DM should, as a goal, miss no more than one weekday per month. If the DM knows that he will not be available to post in advance, he must make arrangements with his backup. If the backup is unavailable, he should contact the Assistant Campaign DMs, or even the Campaign DM if necessary. The Game Must Go On :) On the other hand, if the Asst. DM notices that the DM has missed more than one post, the Asst. DM should contact the Campaign DM and let him know that there is a problem. I will send a copy of the module immediately and give permission for the ADM to begin posting if warranted.

2. Let your ADM run 1 scene every module

If it is something that the ADM is agreeable with, then DMs are encourged to relinquish the game to their Asst. DM to run on a regular basis. We need our Asst. DMs to get some regular time in as a DM, for that is how we develop their talent. Letting the Asst. DM run 1 of every 5 Scenes is a good guideline to follow. Doing this gives you time to concentrate on writing, or other online chores, for a week or two and also helps prevent burnout. Several DMs have let the ADM run the first scene of each module, organized as a single scene interlude, back in the hometown. The purpose of the scene is to touch bases with the locals and increase the relationships with those in the hometown that the PCs care about. Then the hook to start the next module can begin in Scene 2.

3. Monitor the posting in your game

Along with the Sheriff department, it is an ADM responsibility to monitor posting in his or her game. When a player misses more than one post in a week, the ADM will send a reminder email to the player, CC-ing the Sheriff and DM. This should be positive, not negative. As the song from Mary Poppins says, "A spoonful of sugar helps the medicine go down." The email should ask them if they are ok, show concern and that we understand how busy people can get. Then remind them of the importance of posting....well you get the idea. As a DM, it is YOUR responsibility to monitor that your ADM is doing this important task.

Send the whole group an email on any day when more than 1 post is missing. Send a note to individuals that miss more than one post any week. Send just a short note, perhaps using humor, to remind them. Nipping posting problems in the bud, before they become serious, is very important to the "health" of any game.

4. Contact the CDM or ACDMs for assistance with player issues

When a posting problem continues, at some point you will begin to see the situation as severe. I define severe as the point when where your ADM and yourself can't contact the player for a week or more. When this occurs, contact your ACDM. At this point, the CDM will then take over emailing the player twice more before placing them on inactive status. Repeated non-posting issues can lead to the CDM giving the player a choice of going on probation or going inactive. If they accept probation and fail, the player will be banned from the site for a period of time determined by the CDM.

We always try to save the player. We will never make things final and forever if we can help it.

5. Keep confidential discussions confidential

We CDMs, ACDMs, and DMs operate under a Code of Confidentiality. There are indeed times when we have to talk about a player. Either they are not posting, are angry and saying inappropriate things, or disrespecting their DM, etc. When these things happen, we have to talk about them.

This is no different than a team of coaches discussing why their star quarterback is not performing well in the 4th quarter. It also includes discussing tendencies of players, etc. We do this to provide the best games for our players and to keep the health of the site secure.

When we do talk about people and situations, it is considered to be confidential. If anyone breaks a confidence, they may be told to step down as DM. I will sometimes, when it occurs to me, say "this is confidential" in an email or perhaps on the DMboard. This is a reminder of this confidentiality clause. That said, as you know, we do our level best to back you, the DM up.

There is one other situation that is related to this. At times, we'll be discussing changes on the DMboard. Let's say, for example, that we're looking at instituting a revised hero point system. We have a heated discussion and all but two DMs are for the change. A consensus is not reached, but the decision is made to make the change.

At that point in time, all DMs are expected to support the decision. You support us just like we support them. We will, of course, give everyone a chance to sound off, debate, and even state opposition to any major decisions discussed here. But once the decision is made, support us.

We have had DMs that, after a decision has been made and they had the chance to voice their opinion here on the DMboard/email, go on the LnB, airing their grievances there in that more public venue. This has not happened for some time. Years? This is a "fine/delicate" thing. We debate on the LnB all the time and even more on the Rules Board. Just keep in mind that we support each other. If I ever feel that you are out of line, I'll double check my feelings with the ACDMs. If they agree, I will contact you to discuss it. The last time I remember this being an issue was when we decided to switch to Pathfinder.

This happens in my job as a teacher all the time. We may argue vehemently about what is best for a student or for the school as a whole, but when the decision is made, we must support it--present a united front. It is part of the job. I can still walk into the principal's office and state how I respectfully disagree with the decision, but I wouldn't ever mention this disagreement with a parent or student.



Fair Play

Fair Play.JPG
“It is better to use fair means and fail, than foul and conquer.”


1. Roll those dice!

The DM must roll his dice just like a player does when fighting or attacking a PC in combat. The DM may not "automatically" hit a PC, hurt him, give him a disease, etc. without a "FAIR" chance to avoid said attack with a save or without the DM rolling and posting the numbers of the attack with the hit and damage numbers posted. The DM may "role-play" a combat or a portion of a combat that does not involve the PC's directly. This means that the DM tells the 'story' of that occurs in the combat, but does not roll the dice. If the PC's become involved in a portion of the combat that is being "role-played" by the DM, up to that point, the combat must begin to be held normally since it now involves a PC.

2. The Players control their characters

The DM cannot just post that a player is feeling bad, has gone blind, or has fallen in love. The DM must perform the attack or allow the save. To put it bluntly, the DM will not at any time, even for the sake of story, perform an action for the player. Neither shall a DM roll for a player. To hit rolls, damage, saving throws, and skill checks etc. are to be rolled by the player. The DM shall never force a PC into any situation. They must always have a choice. Neither shall the DM present the players with an un-winnable situation where a certain thing happens regardless of the PC's actions. Neither shall the DM "put words or actions" into the player's "mouth." I see this happening a lot online these days. DMs present the problems and obstacles. They also explain the situation as well as role-play all the NPCs and monsters. The players play the players, not the DM.

3. Act Neutral

The DM must make an obvious effort to be fair, willing to admit his mistakes, and make them right. The DM is a neutral figure, not the player's opponents even though he runs those opponents.

4. Act with Integrity

A DM must never fudge a roll against a PC or his interests. That is one of the cardinal rules of DM integrity. A DM, on occasion, may however, fudge a roll, or "forget" a deadly tactic to aid the PC or the party.

5. Keep it friendly

The DM should never be "out to kill" or "get" a PC. If this happens, the DM should be mature enough to admit that something has happened in the relationships between him and his players and seek some advice from a fellow DM as to how to resolve those feelings and actions that come from them. Here in The Wold, especially with upper level adventurers, things can get a little "too real" sometimes. In the local game, tempers have flared, people have walked out, and misunderstandings have occurred. This is not because, the players were necessarily immature, but because the honesty and heavy reality of the role-playing caused players in character to take things very seriously. If you have DMed or played long here in The Wold you can cite such circumstances. As a DM, you need to be aware of the level of tension within your group and try to keep it healthy. When things do get out of hand, it is your job to get everyone to take a "step back" laugh at how serious everything is getting, and lighten things up, if possible, for awhile.

6. Death is not always the end

If a player dies in the normal course of the game, CDM Jerry must be contacted concerning the situations involved in the death. He will decide whether the character can be raised or not. He or one of the ACDMs will do this in the guise of role-playing Gargul, the god of death and life.

7. Keep knowledge separate

If you play a PC in the game you are DMing, be sure to keep his knowledge separate from DM knowledge. There is nothing that will disgruntle players faster than to give your player an advantage through knowledge or due to the fact that you're the DM. Also avoid using your own characters as the center of the adventure or to drive the action. It makes you look egocentric.

8. Monster choices are up to your imagination

The DM may use any source for a monster in combat. He is not limited to the monsters as listed in the MM. He may warp, mutate, alter, enhance, or otherwise change any monster to make it unrecognizable. However, do keep in mind the frustration levels of the players. If they never see traditional listings that they love to fight, then the huddled masses may revolt. There should be moderation in all things. Once the scene involving the combat begins, the monster should not be altered. If you underestimated the party strength, then allow them the easy victory. Changing monsters, once the scene has begun, is dishonest and a breach of DM integrity. If you do change a monster from its listed abilities, log the changes into the module and turn it into Jerry when you finalize the module after its completion.

9. Sometimes the rules are clear, sometimes they aren't

Where there is rules ambiguity, it is fine for DMs to handle it however they wish. Going off our Fair Play rules, that means giving the advantage to the players the first time the scenario occurs, and then being free to develop a table rule for how to deal with it in subsequent occurences. No need to escalate to the PTB. We trust our DMs to handle rules ambiguity in whatever manner they see fit. Players are free to appeal to the PTB.

Where the rules are clear and defined, the DM should be expected to play by them - even if they don't agree with them - just like the players do. If a player is abusing the rules, or if the DM would like to add a house rule, then the DM needs to escalate to the PTB.

10. Remember the aim of the game is enjoyment

Keep remembering that the players are here to have fun. This doesn't mean that a "tangible" and "planned" level of risk is not to be maintained. Neither does it say that the DM should prevent a character from dying. However, the DM should stay aware of the current frustration level of his players and try to see that they have an enjoyable time.



DM Superpowers

DM Guide - Superpower.jpg
"'beard' isn't really a superpower.” ― Amy Leigh Strickland


As a DM for WoldianGames, you have several options that are not available to other players. And as with every superhero who has powers, you are expected to only use these powers for good!

Edit Post

The most obvious is the addition of an "Edit Post" link. This link allows you to edit any post. When the "Edit Post" screen appears, make whatever changes you want, then "Submit" your changes. You can also "Cancel" your changes, or "Delete" the entire post by using the appropriate buttons.

Edit Dice

As a DM, you also can edit any die rolls. Of course, this should not be used unless you make a mistake, or consider the edit absolutely necessary for the game. As Jerry has said, you may fudge in favor of a character, but never against one.

Private Posts

As a DM, you are also privileged to view all private posts, no matter who originated the post or to whom it was written. Use care when reading private posts in games where you are just a player; the DM may be giving information to someone that your character shouldn't know.

Set Module Name and Scene

Modules and Scenes are used in the archives to build an index for all posts in a game. The Module can be considered a major heading or top-level bullet in an outline, while the scene is sub-heading to the Module.

Example The Three [the name of a game]

  • To Steal From The Drow [a Module]
    • Entering House Baenre [a Scene]
    • The Dragon [a Scene]
      • Part 2 [automatically generated]
    • The Witch and The Ring [a Scene]
    • The Race Home [a Scene]
  • Vacation in Paradise [a Module]
    • There's No Place Like Home [a Scene]

If a visitor selects a Module from the archive, the entire Module is downloaded to their browser. If the visitor selects a Scene from the archive, just that scene is downloaded. To keep this download time to a minimum, Scenes should be specified at least once every 3-4 weeks. [Jerry's Note: Your scenes won't last longer than 3 weeks, or I'm not being tough enough in approving your module. :)] The Module should only be updated when a new adventure begins. You can specify the start of a new module or a new scene on the same page that you make a post. Simply press the "New..." button for the module or scene, and enter the name and description that you want to use. The name will be displayed within the game to the players. The description is used on the archive's index page. If you want to insert a module or scene before existing posts, you need to take one extra step. Decide which post you want the module or scene to precede. Click the post's "Edit Post" link, then select the "New..." button to insert the module or scene before this post. You can insert modules and scenes in this manner on both the games pages and on the archive pages. To edit the index for a module or a scene, find the index within the game or archive. Select the "Edit Module" or "Edit Scene" link. When the Edit screen appears, make whatever changes you want, then "Submit" your changes. You can also "Cancel" your changes, or "Delete" the index by using the appropriate buttons.



DM Requirements Checklist

What follows is a list of "supposed" requirements to become a DM in The Wold. These are not rules, and are somewhat antiquated, but are included here so that you have an idea of what I'm looking for when I asked you to be a DM, Assistant DM, or Assistant Campaign DM.

Assistant DM Requirements Checklist

  • Completed at least one module in an online game
  • Preferably plays a character in the game where she will be an Asst. DM and is not a DM in another game.
  • Shows an understanding of both the Pathfinder game and the Woldian Campaign and rules
  • Responsibility: posts daily, responds to emails promptly, fulfills requests, keeps commitments, keeps his DM *gets involved in other aspects of the site other than just posting for his player such as developing things for the campaign, participating in The Giggling Ghost and Tapestry Games, occasionally DMs in the GG and in Tap games, participates in The Loot & Booty.
  • Is willing to DM when asked unless unusual circumstances are present.

DM Requirements Checklist

  • Played for 6 months online
  • Turns in modules to the Campaign DM's satisfaction before the module begins
  • Ability to competently run an online game, creativity, keeps players happy.
  • Does the extra things asked of DMs: participates in DM discussions, is willing to DM when able, participates in the development of The Wold through his game.
  • Does the things listed above for Asst. DM.

Assistant Campaign DM Requirements Checklist

  • Has been a DM for at least a year
  • Helps Jerry share the daily and long term online chores
  • Does the things listed above for Asst. DM and Online DM
  • Goes above and beyond all of the above volunteering and constantly staying involved in EVERY aspect of the Woldian Campaign and Site



Establishing the Game

Modules

1. Modules must be approved before starting

All modules WILL be presented and approved by your ACDM BEFORE the module begins. Any "major" deviance from the module, after the module is approved, should be presented to the Campaign DM for tacit approval. The Asst. DM should also be kept appraised of any major changes to the module. Modules must be presented using the official template. It should be completed with the idea in mind that it may need to be run by a different DM.

2. Beware of changing the Wold permanently

All "permanent" additions to the campaign such as new campaign areas, cities, towns, permanent NPCs, changes in a NPC, maps, and history, etc. must be approved by an ACDM to be official. I (Jerry) am very picky about this. I, along with the rest of you, have developed the Wold and have spent years adding to it. We all deserve to be informed about what is happening and changing in the Wold that I created and you are caretakers. Wanna get me good and upset? Wanna risk losing your DM credentials? Do something permanently to the Wold in one of the areas above and do it without telling me. I'll throttle you good! And then you get to face me!

3. Split Your Module Into Scenes

All modules will be divided into scenes. A scene is defined as an event or episode that is 3 to 5 weeks in length. Think movie scene to get the idea. I have some example modules that I will be glad to send to anyone that desires an example of a scene or a module. All modules will last at least 13 weeks and the goal is to end within a week of the projected ending date.

4. You Can Still Have Epic Quests

In the past, we have had modules that lasted even longer than a year. It is great thing to have an epic quest in your game. However, it should be divided up into a series of modules each with a beginning and an ending. Think of Babylon 5, the TV show, for an example of this. It has individual episodes, or modules, but also contains a larger, epic length arc that relates the 5 year show's quest. Each module should be separate and able to stand alone to a certain extent.

5. Raise Your Hand If You Want Help

I (Jerry) am willing to help with the writing for any game. That is one of my primary responsibilities. DMs do not have to do all the writing for any game. On the other hand, don't feel limited by your game either. If you have an idea for a module for a different game than yours, contact the DM of that game and the Campaign DM and offer your idea.

6. You Must Use The Template

The format or template we use when writing modules is available from me (Jerry) as well as listed below. It is updated from time to time. The reason for this format is so that the document can serve us in many ways. It provides an ongoing NPC and location list. It provides a summary of the module for new DMs who want to catch up on the past. It also lists all changes from how the module was initially written into how it actually played out. This format is considered official and required. Some notes that were attached to the format are included for clarity.



Running the Game

Issues of Rules

1. Know thy rules

The DM must be familiar with the Pathfinder Rules, the House Rules, the Online Posting Rules, the Online Combat Rules, and the flavor of how the Campaign DM perceives The Wold. Many of these things change and evolve with time. Know where the current copy of the latest version of these documents is should the need arise.

2. Call out your DMing preference

Each DM has rules and or portions of the Pathfinder game that he likes and dislikes. Areas of the rules that she likes to emphasize and areas that she prefers to skip over. This is fine and acceptable as long as the players know what to expect from you and any major discrepancies in your style of DMing has been discussed and agreed upon by the Campaign DM. Every DM will, from time to time, have to conform to the Campaign so that the "vision" stays true.

3. All XP must be listed in the module

All experience given to players must go through the Campaign DM by appearing in the module. This is usually just tacit approval. However, as we grow, this is a way we can try to keep things consistent with regard to all of our games. As an extreme example, we don't want one of our newer games advancing so fast that they pass up a Dragon Level group. Under optimal conditions, experience should be given out at the end of each module. Since each module lasts different amounts of time, we will use 3 months as the rule of thumb with regard to experience. If your module is to last 5 months, try to give out experience twice during your module. This seems to be optimal. It also lets your characters do their shopping, and other updating of their character so that they only have to submit a character sheet four times a year. I prefer that you make the giving of experience a big deal. I like to cut and paste examples of the posts in the game that I enjoyed and give bonus xp for those listed on the page with perhaps a comment or two from me on these posts and why I liked them. However, this is just a suggestion. I want my players to know what I like that they have done as well as use this medium as a means for expressing my expectations. The official base line for xp is to give one half of a level per 3 month module. This advances characters at a rate of 2 levels a year.

4. Shopping

You will receive a bill of sale from the Catacombs when any new item is purchased, something is traded, or something is sold. Items are available for characters to use when you've received the character sheet with the item on it and a bill of sale copied from the Catacombs.

5. Enemy AC

In combat, the DM will list the AC of opponents. It helps the players in their posting to be able to determine whether they've hit or not so they can roll their damage, etc. This way they don't have to keep saying things like "If this hits I do this much damage." It tells a better story when the player posts are more proactive and confident listing as a fact whether they hit or not rather than listing conditionals. Besides, listing conditionals is something that we discourage the players from doing anyway (see 3D Online Posting Guidelines). Now, there is a time to keep the AC a mystery. For instance The DM might keep it a mystery if they are facing an unknown monster, or you want to create a sense of fear with the unknown. However, once the monster has been hit, go ahead and reveal the AC of the monster.

6. Intro-ing new PCs

It is a strong goal to have new player/PC into the game and posting within a week. Two weeks is the goal for Veteran Games above 10th level. If this goal cannot be met, the DM will contact the CDM ASAP. The DM will get the player into the game and not delay for any story or strategy reason. Delays cause us to lose players.

7. Reviewing PC sheets

The DM needs editing rights for the PC sheet on googledocs so he can add a sentence at the bottom of the sheet stating that it has been approved for the current level. Something like: “Rob’s 13th level PC, Vegemite, has been approved for play.” A new approval statement should replace the old one when a level is earned. There needs to be proof that the DM has approved what is on the sheet. After that point, the DM must be notified if the character sheet is changed in any permanent way.


NPC Rules

All NPCs are either designated normal, or important.

Normal NPC's are those that are not integral to the history, flavor, or crucial story lines of The Wold. All Normal NPC's, whether being run by the DM or assigned by the DM to be run by a player, are under DM control. The DM has the right to have a NPC do anything and may inform players helping with an NPC to play the NPC a certain way.

Some NPCs are central to the History and the Flavor of The Wold. The DM may use these NPCs, but may not permanently change any of these characters, or have them act out of character without the blessing of the Campaign DM.

All PCs, not being currently played by the player, are also under DM control and are considered Important NPCs. The DM may have the PC perform any action he or she feels is appropriate for that character and how he was played. To forward a story, the character may be injured, captured, killed, etc. as long as it is later healed, cured, or raised from the dead so that the player may play the character, if desired, at some future time.

Retired PCs, ones that the player declares that he or she will never play again, are Normal NPCs in every way unless they have become integral to the history, flavor, or crucial story lines of The Wold.



Loot

PC wealth is not to exceed the following allowances:

... to be added ...


Shopping away from a Catacombs Branch

Even if your players do not have access to the Catacombs now, you can still let them go to the Catacombs board, take a ticket (by seeing the last number chosen and putting the next number in your subject header), and post.

But the transaction will not be complete until the party is in a position to go shopping.

For example, the Crimson Shields just killed a dragon, and the next day, still in the dragon's den, cast a Raise Dead. That put them into the Realm of Shadows, the place through which souls travel before birth or after death. There they met Gargul, god of Life & Death, who raised one of them. But he gave them a miniquest in the Realm of Shadows, which they doing now.

Point is, the DM let them go do shopping as they wished, with the caveat that the transactions would not be complete until they got back to civilization.

Now, there is another option for very kind DMs -- Special Delivery. Once, in the Grey Knights, the DM let a courier from the Catacombs teleport to the party to make deliveries. If you want to go that route, please coordinate with the Catacombs DM, and he will get one of the NPC clerks to go post on your home game board to make the delivery.

A nice DM requires a delivery charge or a tip for the courier. A very very nice DM does it for free.



Crafting

PC magical item crafting is not to exceed the following allowances

... to be added ...

If a player elects to craft an item then they MUST record the following on their PC sheet:

  • An indication of the item that was crafted
  • The date the item was crafted (ie: the date the dice were rolled for the crafting)
  • The number of days spent crafting the item

Need to include here that players have ways to maximise these days (increasing the DC by 5, fast forge, etc)



PC Levels

We target levelling the PCs three times in their first year, and twice in subsequent years. In the Wold it is important to level PCs on a regular basis. If PC levels start to trail behind their target then there is a risk that the planned 10 year game could become an 11 or 12 year game.

The following table gives an example for a hypothetical game that started in January 2000 and the planned level for the PCs every year thereafter.

Year Level
Jan 2000 Level 1
Jan 2001 Level 4
Jan 2002 Level 6
Jan 2003 Level 8
Jan 2004 Level 10
Jan 2005 Level 12
Jan 2006 Level 14
Jan 2007 Level 16
Jan 2008 Level 18
Jan 2009 Level 20



Player Rewards

XP



Hero Points

Award them! We want PCs to be heroes! We want them to do heroic things. To quote Jerry from the DM Board archives: Having hero points lets me succeed where I would have failed, letting me truly be a hero! I'm creating a memorable moment that I'll remember for the rest of my life. I'll tell the tale forever to the great consternation of my friends and I won't even care!

The big question though that every DM wonders is what exactly is "heroic"? Sorry, there's no easy answer on that one. It depends on the PC, the class, the situation and your own gut feel.

Consider this: Fighters are made to tow the line bravely and risk all for the group. Wizards, not so much. A fighter stepping in front of a sword to protect the party is probably tough enough to take the hit. The squishy wizard on the other hand would really be taking the risk to do the same. Then again, perhaps the fighter was down to his last hit-point and knew he would die from it, while the squishy wizard had a gazillion buffs in place ensuring their own safety.

Hero points awarded in combat don't necessarily have to require risk. You could consider awarding a hero point for choosing a good spell that turns the battle, or a hero point for a winning strategy. Perhaps a hero point for a PC keeping the group focused and working together when distractions threaten to cause them to want to separate when they shouldn't? If the action was noteworthy, award it.

There's the non-combat situations as well. Good roleplaying should be rewarded, whether it is the PC who gives an impassionate speech that rallies others, the one who manages to solve the riddle, or just the one who became so invested in the roleplay that they made you step back and say "Wow. That was good".

One approach that we've seen several DMs take is to poll the players at the end of each scene and ask them if there is anyone they would like to nominate to receive a hero point. Sometimes things stand out to them that they thought were brilliant but you hadn't really thought about. Often players devise tactics via email and the DM has no idea who came up with what. It is always nice to have extra eyes!

At the end of the day, the discretion will lie with you good DM. Just make sure you are awarding them regularly to encourage the heroics we want to see from the PCs.


Fate Items



The Surgery Clause

The Surgery Clause of the House Rules is the Rule Zero of the Wold. Here it is in its entirety:

SURGERY CLAUSE
Characters may be modified by the player via character surgery with the approval of the players DM and the Campaign DM.
In addition, if the Campaign DM determines at any time that any PC has become too powerful in any way, he reserves the right to strip a PC of anything he feels is needed. If he decided to do this, the player may always choose to retire the character rather than undergo surgery. Retired characters may return with permission, subject again to possible surgery. Remember, D&D is a game. It is not as fun for your friends or the DM to play, if a PC is too dominant, overbearing or is exhibiting behaviors that the Campaign DM believes is contrary to the precepts with which he runs the game.
The Campaign DM retains the right to inform any player that they should find somewhere else to play. This Surgery Clause may be used if the actions of any player are preventing other players from enjoying the game and having fun. The Campaign DM also retains the right to change any House Rules without vote to preserve game balance and continuance.

The very first part is what we are discussing here -- surgery initiated by the player. And the philosophy behind it is entirely lacking. So here is my personal and unofficial take, and we'll let Jerry weigh in later if anyone reminds him of this conversation when he gets back.

Cayzle's Opinion: The Wold has two goals that sometimes compete with each other. They are:

(1) We want players to play characters they enjoy. The number one reason for the Wold's existence is to have fun.

(2) We hope to see players stay in the Wold for a long time, taking a character from level 1 to level 20. Of course, players start at higher levels all the time. And most Woldians drop out before getting to level 20. But that's the goal -- we'll be here, a long-term gaming site, where you'll have a home to bring your character from a humble beginning to an epic conclusion.

The problem comes when a player discovers that he is not having fun playing his character. Often, a new rule set or a new Woldian option is added, and players naturally want to take advantage of that. Often, players realize that their understanding of the rules has grown, and they wish they knew before what they know now about making a character. Sometimes people just realize that they want to do something different.

Goal 1 trumps Goal 2. If a you hate your character, you are not stuck with it. You can start over with a new one. We want you to have fun. If it is not fun, you will leave, so making sure you have fun is key.

That said, Goal 2 is important too. We would really frown on a player who changes characters every month. Or even every year. We WANT you to run the same character for your whole Woldian career.

So the relief of the tension between these two conflicting goals is surgery. We would rather that you play a version of the same character than make a brand new one. Therefore, we allow surgery to let you play a version of your character that you will enjoy, and that is (in descending order of desirability) a slight variation on your original PC. Or that is a close sibling to your original. Or that is a kissing cousin to your original. Or that bears a resemblance to your original. Or that has the same name as your original.

So what's off the table? You have to stay in the rules. You still have to have a 30-pt build. You have to have a reason for your change (granted, "because it would be ever so much more fun" is a fair reason, but you still have to have one). You have to understand that major changes (ability scores, classes, race) are actually a BIG DEAL, so really really try to anticipate options you will enjoy your whole time here in the Wold and stick to them.

Then, after those caveats, the PTB tend to say, "Sure, no problem, have fun."



Wold Wide Notes

New Players

The process for adding new players to a game is: Either on their own or as a result of recruitment, a potential player contacts us and says they want to play. I confirm this and ask for them to send me information about themselves and their gaming experiences. Assuming that no red flags come up when they reply we will add them to The Wold. NOTE: We will not take children under the age of 18 unless the person impresses us with their maturity AND we get parental permission via email which we file to protect ourselves. Likewise, we will not accept anyone unable to communicate in English.

I email them our official welcome and CC the DM and our IT team. In the email it will say that their game DM will now contact them and get them started on their character and game background. The welcome email will also contain the documents they need to begin play: Online Character Creation Rules, The Online Posting Guidelines, the Online Combat Guidelines, the House Rules, and a copy of the Address List.

The DM, at this point, contacts the player to introduce her or himself. The DM walks the player through the character creation process, trying to take care of problems before they occur, but not insulting experienced players who don't need detailed help.

As soon as you get a first draft of their character sheet, you may enter them into the game. Continue working with them and their sheet until it passes muster and has no mistakes that you know about.

A member of the IT team, in charge of IDs and passwords, will send all new players an email which contains their logon ID and password.


Issues of Ethics

1. No cussing or "rude" talk should ever appear in the post of a DM. The DM should actively discourage such things. An occasional outburst of a PG13 or less word is not a cause for alarm, but we do want our site to reflect "polite" gaming as a whole.

2. The DM should think twice about speaking negatively about a certain player to one of his other players. The DM should not speak negatively about another DM to a player. Yes, we will have to discuss players and DMs from time to time. But we will do so with the good of the game and that player at heart.

3. These rules apply to the Campaign DM as well. If I, on a regular basis, didn't act with integrity or treat you with dignity, you would never have become involved with me enough to want to DM with me at this site. :) I am not perfect, though, and you guys and gals know me well enough that you can feel free to put me in my place should you find me acting in such a way that it compromises the high level of integrity and family that we have created in the local game over the years and online now as well.


DM Moves

DMs may be asked to change games at any time that is needed. Partners are not guaranteed to stay together, but we will work hard to keep all DMs happy as they are possibly the most important element in keeping our site healthy. We WILL look at the health of the site, which includes DM and player happiness in all such decisions. DMs, when asked to move, are given the option to accept or not. On the rare occasion that a DM refuses, then Jerry with the ACDMs advice will have to decide whether to offer the DM another option or to fire/replace the DM. Again, we want our DMs to be happy, but the health of the site comes first.


The Great DM Migrations

Rules for DM Migration

It is our policy to move DMs from game to game on a regular basis. Normally, we do this in the summer. We view the “normal” time for a DM to run a certain game to be 1 year. This can vary according to circumstances, etc. Not every DM will move every time. It just doesn’t work out that evenly because of mid-year changes that always occur for various reasons.

Domino Effect

If you move one DM, another has to move to fill that place. Sometimes, the best thing to do, for the games and players, is to move several DMs around creating a domino effect.

DM Choice

Since we are dealing with volunteers, we obviously can’t simply tell someone to go to a game. They have the option to quit DMing or to refuse to go. However, I (Jerry) and the ACDMs do have the right to pull a DM from a game. Hopefully, we can reach a consensus about each DM situation during migration time and do what is best for both the players and the DMs. However, the players and the games come first. If we need a good “rules” DM in Game 23 and we ask you to go to this game, if you can, you should. Our emphasis is to create fun for the players and to have fun ourselves as well. We truly are thinking about the good of the players, the games, and the DM (in that order) and agonizing about our decisions when we make them. Please understand that we have indeed thought and pondered things before telling someone to move to a new game. Someone does have the make the decisions about who will DM which game.

Migration

When the ACDMs and I decide it is tie for a migration, we’ll announce it, make a first draft proposal and prioritize that. We’ll begin at the top of our list and contact that person and see if they will move to the game we’ve picked out for them. If that person refuses to move, we have to rethink the entire “plan,” including whether that DM will be kept active or not, etc. Usually, when DMs refuse to move, which is very rare, they have a valid reason, which the ACMS and I agree with. Again, usually, there are no major conflicts with our migrations. Once we have the first slot done, we move on to the next in order of priority, etc. until finished.

Timeliness

Experience has taught me that when we delay a move, once decided on, problems result. So, expect about 3 weeks to prepare for the move to a new game. Sometimes I will ask for a move to happen sooner, but that’ is usually during smaller moves made between migrations. I simply will not plan a move for 3 or 4 months down the road. Once it is decided we’re moving DMs, we’ll get after it and get that done. We will not wait until the end of a module or a scene. We will wait for a combat when we can. We have great DMs here and everyone is capable of taking an existing module and picking it up at any point.

Reasons for Migration

  • Not every DM and every player match up well. No DM will please every player and every player will not please their DM either. So it is good to change the DM of games so that different DM styles and personalities can reach different players.
  • Every DM runs a game differently. They have different strengths and weaknesses. Some are great storytellers. Some are ultra consistent. Some know the rules backwards and forwards. Others are great communicators and encouragers. Some are very creative. Etc. Changing the DMs in a game on a yearly basis lets each game explore different sides of their campaign setting. They also get to enjoy different types of modules and gaming styles when they have different DMs.
  • Both DMs and players, in our slow moving online games, need rejuvenation to keep from burning out. DMs get tired of the same old players and situations. Players get tired of their same old frustrations with this DM or this type of storyline. A new DM is a breath of fresh air in a game. Conversely, new players and a new campaign setting can be a great renewal factor for a DM.
  • Every time a DM goes to a new game, they learn a new part of the Wold and their overall knowledge grows. As our games advance in level, more and more of our DMs need to know the Wold as a whole, because high level games do not like to remain “local” but to spread out and travel the Wold visiting new fantastic places. So if you DM with us for say 10 years like Donna and Kent have, you pretty much are versed in all Woldian settings. I can ask Donna or Kent to pretty much go to any game and they can be ready in a few days to begin because of their overall knowledge gained from DMing in many different games.
  • I almost hate to mention this one, but we have had DMs begin to feel that the games belong to them rather than the site and site owner when left in the same game for too long. We had one that actually tried to steal the game he was assigned to from the Wold and take his players with him. This person is no longer with us and his players, every one, stayed with us. That was very encouraging at the time.

Negative Effects of Migration

I do understand that there are negative effects of doing a migration as well. I won’t list those, because I don’t want to be negative here. But do realize that we balance those negative effects with the benefits when we make our decisions as to who should move and who should stay in each migration. We also examine every time a DM move is needed the negative effects, so that we’re not creating more problems than we solve.

One Negative effect: DMs and their PCs

Ok, I’ll list one negative effect, because we have a policy for this and it needs to be stated here. In the early days of the site, it was assumed that you would have to DM and play in the same game at times. We all did it. Now that we have more games, DMing in a game where you normally play a character has become a major issue with DMs. In fact, the number one reason that a DM refuses a game is that they play a character in that game. So let me state this now. This will seem like a hard thing to some, but it has been our stance since the start of the site back in the 90s. It is not acceptable to refuse DMing a game because you have a PC in that game. That said, as far as I'm concerned, moving DM characters so that you can continue to have fun playing them, because you are DMing that game, is not a problem, if that's what you want to do. That would come with a return ticket, to return your PC to the original game, once your DM assignment is done. Everyone has different sensibilities with this issue. So I offer this as an option for all DMs in this situation. The other obvious option is to enjoy playing and DMing in the same game. I believe that getting our DMs where they are most needed takes first priority. So anything needed to make that move easy on the DM is a good thing. Anything as well, that helps with the stress a DM goes through when moving to a new game is also something I should support. So I'll do pretty much anything with your characters that helps the situation. Don't worry your talented little heads about that.  :) If it works, I'll say yes, absolutely. Note that if I can, I will work it out so that you do not DM in the same games in which you have a PC. Also note that I’ll work harder to help you in this if we’re dealing with your primary character and not a secondary one.

Things to Include

- Link to DM board - Crafting times between modules - Map styles during combat - Useful Links - Language - etc...