Sigil

Before we begin...

I will write no description of Sigil or its scenario until we have played the first game. However, I will write the basic rules that will be applying for this campaign.

House Rules:

The Dungeon Master is always right rule:
The only golden rule of any campaign.

Zombie Players rule:
Players that do not assist to a role session will be played by the DM. They’ll behave rationally but will have no particular voice over the decisions of the group nor will adventure by their own. This might mean no special treasures or rewards.

Half landed dices have no value rule:
Any player (including the DM) has the right to call a half landed dice invalid and request it to be thrown again properly. If no one protests the results are valid.

The 5 seconds rule:
Any dice that do not land ON the table or, in case of using the floor, land in hidden or unreachable places, will be automatically invalid if it takes more than 5 seconds to find and sing the result.

No changes while playing rule:
No rules will be changed while playing unless it is really necessary. If you have something you want to talk about the gameplay wait until the session ends. Do not hold back the game.

Divine Comedy rule:
Jokes that are not worth it, get you penalized. Jokes that are worth it but really obvious also get you penalized. Jokes that interrupt an important moment will get you VERY penalized. “Comedy” doesn’t always mean “fun”, so if you are gona say a joke at least make it worth it (anyway you’ll get punished).

Tick Tock rule:
Unlike past York sessions players time of actions will be counted, so watch out before you say you are gona travel back at the hotel that is 10 miles away because you will not be playing for like… 10 miles.

Critical Hit/Epic fail rule:
Unlike past sessions of York, the critical hit will now be always when players/dm get a natural 20 (or unless the weapon has other specs.). There’s no such as critical climb or critical swimming so 20s will only count for combat hits. For more details see The Critical Hit Table of Doom rule below.
When you get a natural 1 on combat something awfully wrong will happend, and unlike Critical Hit, no matter if it is a combat, skill or salvation throw, you’ll get busted. For more details see The Epic fail Table of Disaster below.

Critical Hit Table of Doom rule:
Every time someone (be it the players, enemies or NPCs) get a natural 20 in combat, they will have to throw the % dices and… according to the Critical Hit Table of Doom, they will blow something away from the target.

Epic fail Table of Disaster rule:
Every time someone (be it the players, enemies or NPCs) get a natural 1 in any throw made with a dice of 20, they’ll have to throw the % dices and according to the Epic fail Table of Disaster something awfully wrong will happen to either the person realizing the action, the ones with the person realizing the action, or simply to everybody.

These are the Ten Commandments our lord has gave us to role play in peace.
Get tomorrow in time and may the dices be kind with you.
A long journey awaits through Sigil…

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