Code of Conduct.   Posted by Game Master.Group: 0
Game Master
 GM, 3 posts
Tue 13 Aug 2019
at 16:53
Code of Conduct
--- CODE OF CONDUCT ---

     This game is rated 'Mature'.  Mature games are games which have  (as some minor portion of them)  mature themes,  strong language,  drug use,  and/or extensive violence.  Mature Games must remain suitable to all ages.  I will not tolerate any violations of RPoL's Policy on Mature-Rated Games, cheating;  abuse;  OoC racist/sexist comments or innuendo;  harassment of Players;  excessive arguing;  or anything of this nature.  We are all adults,  so I expect everyone to act like one.




     In regards specifically to matters of a sexual nature  (as this game is rated Mature),  Players may use their discretion  (following the Rules and Guidelines of RPoL's Game Policy).  But try to consider the other players as well.  As a rule,  let's keep anything sexually explicit out of the game.




--- CONSEQUENCES ---

     Any Player not behaving in such a manner  (or one whom I receive any complaints from other Players about)  will get a warning the first time it happens.  If the problem persists,  the Player in question will receive a PM stating that they have been immediately,  and irrevocably,  removed from the game  (which I will promptly do).  No Exceptions. We are all here to have fun,  so don't ruin things for other people,  and don't be a dick.




Here are a few Rules/Guidelines I ask all my Players to abide by and know.  Some of these may seem harsh,  but keep in mind,  I do this to be fair,  and to make a "level playing field" for everyone.

1).  I am the GM.  This is my game.  My word is final.
     While I do my best to make the game enjoyable for everyone,  there will come a time when I'm sure you  (or someone else)  won't be happy with some rule or action I,  or another Player,  have done or said.  I can't make everyone happy all the time.  I CAN however,  make things fair,  which is what I try my best to do.

2).  NO rules lawyers.
     This game may use a lot of PATHFINDER Rules  (when in doubt these are the Rules I use),  but remember,  it is a home-brew game.  When I make any changes that may affect any of my players,  I do let them know ahead of time  (and usually we will discuss it and come to an agreement).  Also,  every PC/NPC/MONSTER in this game all follow the same rules/guidelines.  PLEASE DO NOT REFERENCE ANY MONSTER MANUAL or make assumptions based on that,  as I tend to "home-brew" them.

3).  NO DICE FUDGING.
     ALWAYS make all your rolls via the "Dice Roller" App on here  (copy and paste the results into the post).  Fill in all pertinent information for the roll as well.

4).  ROLEplay.  Not ROLLplay.
     This,  being on a web forum,  is a perfect way to actually roleplay out everything.  A lot of times  (for ease of play,  and speed),  I will make rolls for my players when they interact,  describing the results,  not just telling them "yes you rolled a 20 on your Diplomacy Check,  you won the argument" etc..  Also,  I tend to not use maps during combat,  you will have to just use your imagination.  I will fully describe everything with distances and relative positions.  I encourage my players to describe what they are trying to do for their rolls,  then send me a secret/private line in the post as to what game mechanic it was.
i.e. "I sit there,  listening intently as  (NPC)  tells me his story".  Private to Games Master:  <IN-GAME MECHANIC>  SENSE MOTIVE: 22

5).  POST,  POST,  POST!!!
     Post as often as you are able to.  I only ask Players post 4 times per week,  as I know people do other things than play on this site.  I am aware we all have R/L things going on.  That being said,  the game cannot advance unless my players post.  It's as simple as that.  If for any reason you will not be able to to post for any length of time,  PM me ASAP and let me know whats going on.  During combat you will be required to post as often as you can.  I will not NPC your character or anything of that nature  (it is assumed your character does nothing,  or takes a "Delay Action").  We will have to work something out if you are going away over an extended period of time,  or during combat,  etc.

6).  Remember,  this is a GAME,  NOT real-life.  Differences between  PCs/NPCs are acceptable  (and sometimes encouraged).
     No one gets along with everyone all the time.  There is bound to be some strife between players,  players will be expected to work it out in-game.  IF it comes to PvP  (as long as both players understand IT IS A GAME and should be taken as such),  I have no objections to it.  Just don't make it an excuse for everything,  or make it all the time.

7).  Descriptions & Portraits
     Players will be expected to fill out a complete character description  (and have a portrait as close to their characters likeness as they can find).  Players may feel free to add a picture to their Character Description  (provided it is accurate,  and meets all of RpoL's Rules).

8).  GM Disclaimer
     I reserve the right to make any alterations to your character I see fit.
     This does not come up often, but I AM allowed to say no to whatever it is  (or change it if need be).  Especially if it's something I feel you/your character is doing just "for the power" (i.e. min/maxing, etc.).

9).  I pull no punches as the GM.
     First,  I want to say this game will be about 30% combat.  I don't make easy encounters  (for the most part).  I don't play nice.  I play NPC's to their Intelligence  (the smarter they are,  the smarter they will act).  Creatures follow the same rules as Players.  If the ogre Magi goes down,  and the goblin shaman can cast cure wounds on him;  he will,  and you will have to deal with him again.
     Players and creatures are on the same playing field.  It is no different than healing your own wizard and he gets up and casts spells.  In addition,  if a creature has survived long enough,  he learns,  if of average intelligence,  just like a Player can.  So it is quite possible that the party wizard lying bleeding at the feet of the shaman,  will get stabbed again.  They are bad guys after all,  not sweet and innocent.  Maybe the first level goblin is not that smart,  but we have already passed those levels.  It is your job to protect a downed member.  That said,  I am not vindictive or looking to kill anyone,  I'm just warning you that I am far more realistic than most GM's.  This does NOT mean EVERY combat will be a "Killer/TPK".  Combat happens infrequently  (unless PC's initiate it unforeseen).  But,  when it does,  it can get serious.  Not as much with "lackeys/cannon-fodder",  but the "BBEG" will be tough.
     Example:  I had a cave with harpies.  One guy climbs up into the cave.  Sees the Harpies.  "I'm a fighter, so I charge and attack one."  So all 5 fight back and kill him before the rest of the party can climb and save him.
     Very simple example but my point is...  Why didn't you have the other harpies fly out and attack the rest of the party?...  Would you?...  Would they?...  Just to "spare a PC death"?...  If one drow came into your camp at night and attacked,  would you rush out to meet the rest of his party that you knew could not help him right away?...  No!  This is a very simple example,  but you will have to use thought and foresight to see your way through.


10).  Do not quote challenges,  CR,  "Wealth by Level",  or anything like that to me.
     You will find that I rapidly skip,  or don't care about wealth per level,  how much should be earned per encounter.  You will probably find far more than you are used to.  You won't find a +5 armor,  shield,  ring and cloak.  But it is quite easy to give out things that make a character stronger without making them invincible.  But because of this you will eventually fight tougher challenges than will be expected for your level,  provided you stick with me long enough.  You will feel like a hero at the end of the day.

11).  A fight will not usually be over in three rounds.
     I will sometimes use things  (not always)  like reserve troops,  someone hiding,  an invisible character moving around and joining at the right moment,  etc.  This relates to #9,  but I just wanted you to know that when a fight happens,  you better give it your full attention.

12).  Not everything in the Game World is "CR Appropriate".
     The Game World, much like the real world,  is not adjusted to your level of power or abilities all the time.  If you go off mucking around somewhere you shouldn't,  expect to be hurt,  probably badly.  Or worse,  dead.  Just because you decide to venture into a dungeon,  haunted forest,  or the like,  does not mean that the encounters there will be tailored specifically for your level.

13).  For every action,  there is an equal and opposite reaction.
     Just because you are the PC,  does not mean you do not have consequences to your actions.  Sometimes,  they will be good,  sometimes bad,  depending on what you did,  and how you did it  (or even,  who you did it to).  If you piss off the local evil warlord,  he will send someone to set you straight.  Conversely,  if you save an entire town from certain doom,  the citizens will reward you.  It may not be in cold hard coinage,  but it will be a reward.




Game Master
 GM, 4 posts
Tue 13 Aug 2019
at 16:54
Code of Conduct
--- THE NINE ALIGNMENTS ---

     A creature’s general moral and personal attitudes are represented by its alignment:  lawful good,  neutral good,  chaotic good,  lawful neutral,  neutral,  chaotic neutral,  lawful evil,  neutral evil,  or chaotic evil.
     Alignment is a tool for developing your character’s identity.  It is not a straitjacket for restricting your character.  Each alignment represents a broad range of personality types or personal philosophies,  so two characters of the same alignment can still be quite different from each other.  In addition,  few people are completely consistent.




Good vs. Evil
     Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life, whether for fun or profit.
     "Good" implies altruism, respect for life,  and a concern for the dignity of sentient beings.  Good characters make personal sacrifices to help others.
     "Evil" implies hurting,  oppressing,  and killing others.  Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient.  Others actively pursue evil,  killing for sport or out of duty to some evil deity or master.
     People who are neutral with respect to good and evil have compunctions against killing the innocent but lack the commitment to make sacrifices to protect or help others.  Neutral people are committed to others by personal relationships.
     Being good or evil can be a conscious choice.  For most people,  though,  being good or evil is an attitude that one recognizes but does not choose.  Being neutral on the good-evil axis usually represents a lack of commitment one way or the other,  but for some it represents a positive commitment to a balanced view.  While acknowledging that good and evil are objective states,  not just opinions,  these folk maintain that a balance between the two is the proper place for people,  or at least for them.
     Animals and other creatures incapable of moral action are neutral rather than good or evil.  Even deadly vipers and tigers that eat people are neutral because they lack the capacity for morally right or wrong behavior.




Law vs. Chaos
     Lawful characters tell the truth,  keep their word,  respect authority,  honor tradition,  and judge those who fall short of their duties.
     Chaotic characters follow their consciences,  resent being told what to do,  favor new ideas over tradition,  and do what they promise if they feel like it.
     "Law" implies honor,  trustworthiness,  obedience to authority,  and reliability.  On the downside,  lawfulness can include close-mindedness,  reactionary adherence to tradition,  judgmentalness,  and a lack of adaptability.  Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should.
     "Chaos" implies freedom,  adaptability,  and flexibility.  On the downside,  chaos can include recklessness,  resentment toward legitimate authority,  arbitrary actions,  and irresponsibility.  Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them.
     Someone who is neutral with respect to law and chaos has a normal respect for authority and feels neither a compulsion to obey nor a compulsion to rebel.  She is honest but can be tempted into lying or deceiving others.
     Devotion to law or chaos may be a conscious choice,  but more often it is a personality trait that is recognized rather than being chosen.  Neutrality on the lawful-chaotic axis is usually simply a middle state,  a state of not feeling compelled toward one side or the other.  Some few such neutrals,  however,  espouse neutrality as superior to law or chaos,  regarding each as an extreme with its own blind spots and drawbacks.
     Animals and other creatures incapable of moral action are neutral.  Dogs may be obedient and cats free-spirited,  but they do not have the moral capacity to be truly lawful or chaotic.





--- THE NINE ALIGNMENTS ---

     Nine distinct alignments define all the possible combinations of the lawful-chaotic axis with the good-evil axis.  Each alignment description below depicts a typical character of that alignment.  Remember that individuals vary from this norm,  and that a given character may act more or less in accord with his or her alignment from day to day.  Use these descriptions as guidelines,  not as scripts.

Lawful Good, "Crusader"
     A lawful good character acts as a good person is expected or required to act.  She combines a commitment to oppose evil with the discipline to fight relentlessly.  She tells the truth,  keeps her word,  helps those in need,  and speaks out against injustice.  A lawful good character hates to see the guilty go unpunished.
     Lawful good is the best alignment you can be because it combines honor and compassion.


Neutral Good, "Benefactor"
     A neutral good character does the best that a good person can do.  He is devoted to helping others.  He works with kings and magistrates but does not feel beholden to them.
     Neutral good is the best alignment you can be because it means doing what is good without bias for or against order.


Chaotic Good, "Rebel"
     A chaotic good character acts as his conscience directs him with little regard for what others expect of him.  He makes his own way,  but he’s kind and benevolent.  He believes in goodness and right but has little use for laws and regulations.  He hates it when people try to intimidate others and tell them what to do.  He follows his own moral compass,  which,  although good,  may not agree with that of society.
   Chaotic good is the best alignment you can be because it combines a good heart with a free spirit.


Lawful Neutral, "Judge"
     A lawful neutral character acts as law,  tradition,  or a personal code directs her.  Order and organization are paramount to her.  She may believe in personal order and live by a code or standard,  or she may believe in order for all and favor a strong, organized government.
     Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot.


Neutral, "Undecided"
     A neutral character does what seems to be a good idea.  She doesn’t feel strongly one way or the other when it comes to good vs. evil or law vs. chaos.  Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality.  Such a character thinks of good as better than evil—after all,  she would rather have good neighbors and rulers than evil ones.  Still,  she’s not personally committed to upholding good in any abstract or universal way.
     Some neutral characters,  on the other hand,  commit themselves philosophically to neutrality.  They see good,  evil,  law,  and chaos as prejudices and dangerous extremes.  They advocate the middle way of neutrality as the best,  most balanced road in the long run.
     Neutral is the best alignment you can be because it means you act naturally,  without prejudice or compulsion.


Chaotic Neutral, "Free Spirit"
     A chaotic neutral character follows his whims.  He is an individualist first and last.  He values his own liberty but doesn’t strive to protect others’ freedom.  He avoids authority,  resents restrictions,  and challenges traditions.  A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy.  To do so,  he would have to be motivated either by good  (and a desire to liberate others)  or evil  (and a desire to make those different from himself suffer).  A chaotic neutral character may be unpredictable,  but his behavior is not totally random.  He is not as likely to jump off a bridge as to cross it.
     Chaotic neutral is the best alignment you can be because it represents true freedom from both society’s restrictions and a do-gooder’s zeal.


Lawful Evil, "Dominator"
     A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts.  He cares about tradition,  loyalty,  and order but not about freedom,  dignity,  or life.  He plays by the rules but without mercy or compassion.  He is comfortable in a hierarchy and would like to rule,  but is willing to serve.  He condemns others not according to their actions but according to race,  religion,  homeland,  or social rank.  He is loath to break laws or promises.
     This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds.  Some lawful evil villains have particular taboos,  such as not killing in cold blood  (but having underlings do it)  or not letting children come to harm  (if it can be helped).  They imagine that these compunctions put them above unprincipled villains.
     Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good.  Beyond being willing to hurt others for their own ends,  they take pleasure in spreading evil as an end unto itself.  They may also see doing evil as part of a duty to an evil deity or master.
     Lawful evil is sometimes called "diabolical",  because devils are the epitome of lawful evil.
     Lawful evil is the most dangerous alignment because it represents methodical,  intentional,  and frequently successful evil.


Neutral Evil, "Malefactor"
     A neutral evil villain does whatever she can get away with.  She is out for herself,  pure and simple.  She sheds no tears for those she kills,  whether for profit,  sport,  or convenience.  She has no love of order and holds no illusion that following laws,  traditions,  or codes would make her any better or more noble.  On the other hand,  she doesn’t have the restless nature or love of conflict that a chaotic evil villain has.
     Some neutral evil villains hold up evil as an ideal,  committing evil for its own sake.  Most often,  such villains are devoted to evil deities or secret societies.
   Neutral evil is the most dangerous alignment because it represents pure evil without honor and without variation.


Chaotic Evil, "Destroyer"
     A chaotic evil character does whatever his greed,  hatred,  and lust for destruction drive him to do.  He is hot-tempered,  vicious,  arbitrarily violent,  and unpredictable.  If he is simply out for whatever he can get,  he is ruthless and brutal.  If he is committed to the spread of evil and chaos,  he is even worse.  Thankfully,  his plans are haphazard,  and any groups he joins or forms are poorly organized.  Typically,  chaotic evil people can be made to work together only by force,  and their leader lasts only as long as he can thwart attempts to topple or assassinate him.
     Chaotic evil is sometimes called "demonic",  because demons are the epitome of chaotic evil.
     Chaotic evil is the most dangerous alignment because it represents the destruction not only of beauty and life but also of the order on which beauty and life depend.