shenanigans recruitment thread
Apr 27, 2013 22:41:02 GMT -8
Post by quindodark on Apr 27, 2013 22:41:02 GMT -8
Hello everyone! I am here to tell you about the shenaniguns campaign.
Shenaniguns has a few house rules that you should be aware of.
1, No combat or clash of wills.
2, No wild dice, except to confirm a crit fail.
3, Have fun and get ready to roleplay
Shenanigans is a event that my party has been doing on Monday nights. It is normally a shorter session, running about two hours. The purpose of shenanigans is to allow new gm's to gain experience with off the cuff games and to practice how they can come up with stuff on the spot. For the players the purpose is to encourage them to think outside of the box and to practice roleplaying their characters.
Rules:
1: Keep it clean. No vulgar or language will be tolerated.
2: GM's word is law for the game. If the GM is using a rule incorrectly feel free to send them the correct rule in a PM but for the rest of that session the GM's version of that specific law will be used.
3: The host GM's, Quindo, Axel, and Josh will have say of who can and can not play in the shenanigans game. If the table is too full they will say who can play and who will be observing.
4: To play the player must have their character in a google doc and be able to use an electronic dice roller such as rolz or roll20.
5: Know what you need to roll. If any roll takes more then 30 seconds from when the GM asked for it the result is a 1.
6: In order to join the group send a contact request to skype name Quindo.dark asking about shenanigans.
7: If you want to GM a game of shenanigans you need to have played in at least 3 sessions of shenanigans.
9: The GM's headcanon is canon.
10: If you do not enjoy a specific gm's game feel free to pm quindo about it.
Currently one table of shenanigans is planned for each monday. If enough interest is started multiple tables might be run each monday.
Shenaniguns has a few house rules that you should be aware of.
1, No combat or clash of wills.
2, No wild dice, except to confirm a crit fail.
3, Have fun and get ready to roleplay
Shenanigans is a event that my party has been doing on Monday nights. It is normally a shorter session, running about two hours. The purpose of shenanigans is to allow new gm's to gain experience with off the cuff games and to practice how they can come up with stuff on the spot. For the players the purpose is to encourage them to think outside of the box and to practice roleplaying their characters.
Rules:
1: Keep it clean. No vulgar or language will be tolerated.
2: GM's word is law for the game. If the GM is using a rule incorrectly feel free to send them the correct rule in a PM but for the rest of that session the GM's version of that specific law will be used.
3: The host GM's, Quindo, Axel, and Josh will have say of who can and can not play in the shenanigans game. If the table is too full they will say who can play and who will be observing.
4: To play the player must have their character in a google doc and be able to use an electronic dice roller such as rolz or roll20.
5: Know what you need to roll. If any roll takes more then 30 seconds from when the GM asked for it the result is a 1.
6: In order to join the group send a contact request to skype name Quindo.dark asking about shenanigans.
7: If you want to GM a game of shenanigans you need to have played in at least 3 sessions of shenanigans.
9: The GM's headcanon is canon.
10: If you do not enjoy a specific gm's game feel free to pm quindo about it.
Currently one table of shenanigans is planned for each monday. If enough interest is started multiple tables might be run each monday.