Evolving Game

Game Master Ancient Dragon Master

Updated 30/09/17 5:21 PM

Rules:

Meta
1) Once a new player has been voted in (GM approval + no more than 2 against), they may create 1 character.
2) Characters post in the Gameplay Thread.
3) Players post in the Discussion Thread.
4) Every Player has one and only one Character.
5) Each Player can make a Proposal. Each player may only have one active Proposal post at a time.
6) A Proposal can involve enacting, amending or repealing any one rule
7) Each player may vote Yea or Nay to each submitted Proposal.
8) Votes can't be changed.
9) Proposals to which the players have reached a majority are enacted or rejected immediately.
10) Proposals with the same number of Yea and Nay are repealed.
11) When a player posts, any player may reply with a post saying they are GMing the original post. They then have one hour to edit their post to contain a 'GM response' which describes how the world reacts. First response gets the job. The player may then add his characters actions to the bottom of the post.
12) A player may never craft a GM response to their own post.
13) In order to vote on and suggest proposals, you must have created a character and made one post to the gameplay thread.
14) A player has 24 hours from it is suggested to vote on a proposal. When the time is up, majority will be decided from all cast votes.
15) A new class of rule is to be created called One Time Effects. When one of these is voted in, it occurs instantly and then ceases to be, as opposed to being put on the list.
16) Any character that has not applied a passed One Time Effect or is otherwise in violation of the rules may not post in gameplay.
Gameplay
1) Characters consists of the 5 stats (Body, mind, spirit, charm, vigor)
2) When a character wishes to attempt some action, they must roll 2d10 and achieve higher than a number determined by the current GM
3) Completing challenges levels up the character, in the practiced skill.
4) Everyone can use magic through spirit, but spellcasters are better at it.
5) 'Skills', which are separate from 'stats', govern the training of a character. Skills may be put into anything the character has been trained in. When rolling the dice to complete an action, you may add a relevant skill. If there is any doubt as to whether or not a skill is relevant, the first third party to comment breaks the tie.
6) Boosts are abilities you get by 'spending' spirit. They have numerous powerful effects.
7) Anybody can learn magic
8) Health is a pool of points, damage dealt to a character removes points from this pool. If a characters Health pool reaches 0, that character is dead. A wounded character has trouble putting their full power into their blows. A character that has taken enough damage to put their current health below any other stat, takes a penalty to that stat equal to the difference between the stat and current health, or the characters total taken damage, whichever is lower.
9) To attack, a character uses a relevant skill to land a hit. The damage dealt is equal to the characters rank in body for physical attacks, charm for social attacks, and mind for magical attacks.
10) To land a hit, the attacker must beat an opposing roll against the defenders defensive skill of choice.

Setting
1) We do a Survivor type game with vast unexplored areas that the PC's are searching.
2) The setting shall start as a stereotypical fantasy game.
3) The PCs begin in a land with technology and social structure roughly analogous to medieval Western Europe (Like Pathfinder, but without the guns and printing press).

Character
1) A character starts with 5 skill points that can freely be distributed.
2) Each characters stats shall be summed to determine the character's 'level'.
3) New characters shall begin at level 10.
4) PC Stats start at one, you spend your 'level' only in excess of one
5) When calculating Health add your vigour and the average (rounded up) of your mental stats. (Spirit, Mind, Charm)


The Game Master has not yet created a description for this campaign.