GM's Guide to a Good Time
Every GM/DM plays the game a little bit different than others. Some are rules lawyers. Some are more open to freedom. Some are more roleplaying....some are more roll playing.
Let this be a guide to determine my style of GMing so that our two styles do not clash and you know what to expect.
---
A game should be challenging, you will get wounded.
I don't kill heroes unexpectedly. Don't push your luck, I give you warnings. Don't expect the same fate for npcs, items, etc.
I'm a fan of adventures, not hardcore on rules but I do follow the rules.
Occasionally, I'll let you break the rules.
I will give out Drama points/Hero points for excellent story telling, using advantages and disadvantages.
Running away is an option.
Use the combat rules to your advantage, things like being prone, darkness and others because I will be using them against you.
Enjoy the character, play the game and don't take hero squabbles as personal.
----
1. The rules of this game can change at a notice. I am flexible.
2. Please make sure that you post at least once or twice a week. I want the pace of this game to be fast.
3. If you are going to be out for a week or longer please give me some idea.
4. Please be nice to other players, everyone has opinions please, please do fight.
5. I'm not a hard ass, I will allow players the ability to change the story but don't be mad if I don't go with every whim. It's a group experience, I want to have fun as much as you do.
6. Rules will use ONLY Savage World Pathfinder books. I don't have all the books so if I don't I might ask for what rule you are referencing.
7. I don't mind: experienced players, new players, etc.
8. The story is mature and while we will not directly talk about things that are mature such as sexual acts or extreme violence, there will be cut scenes which might involve more mature or graphic content. It's recommended that if you have a problem with this you let me know.