Granted, as long as you provide a reasonable explanation I will generally let it slide by. When discussing plans during combat you should consider how you would be communicating in-character to avoid the NPCs overhearing you. Metagaming to a degree is okay, for example reminding someone of their own class features or capabilities in combat or standard play is perfectly fine, and is in fact encouraged. It's a lot more fun if everyone works together. Speak up and take action so you aren't left behind, but be sure to let others get a word in occasionally. That being said, everyone deserves and needs their moment in the spotlight to actually participate. It's easy to be caught up in a "larger than life" persona-that is actually the entire point of the game, really. If something feels wrong, be sure to say something, no one will think less of you for it. The game might stop then while we discuss what happened and see how we can prevent issues in the future or it may continue with an after session or off week meeting to follow up. If anyone at the table is uncomfortable with a situation or series of events, they're perfectly justified in speaking up about it. If you want to be part of a campaign I run though, in general it is assumed that you are willing to reliably schedule around "game night" and show up, so we can continue or story with all adventurers on board. If you can't make the session due to an emergency or on longer notice an important family fest for example, just let me know as soon as you know and as long in advance as possible. Being prompt is an important bit of etiquette and shows respect to both your fellow players and the DM. When the game starts is when the game starts. When entering a new room, meeting a new person, or encountering a monster for the first time, it's generally a good idea to take a second to hear what the GM is saying about it. Many times, important details can easily be missed if you aren't paying full attention. When the GM is explaining something, try and keep chatter to a minimum. Keep personal conflicts out of the game and don't let disagreements escalate into arguments, we're here to have fun. Outlined below are several points of basic etiquette, that I as a DM expect to be adhered to by the players in my campaigns, and think are important for a comfortable flow of the game and to guarantee a pleasant experience for all participants. 9.1.9 Healer (Replaces PHB Healer feat)Ĭhapter 1: Table Guidelines Basic Etiquette.8.2 Armor Descriptions & Special Properties.6.5 Revised Ranger - Alternate Subclass Features.5.4.1 Revised Monk: Way of Four Elements Remastered.If you can’t think of what the class looks like or how much HP it has, or if the class overlaps with existing classes, it’s probably better as a compendium class. These are just like normal class moves, just with the requirement that you have to have already taken the starting compendium class move.Ĭompendium classes are ideal for concepts that don’t quite inspire a full class. A compendium class that is available to anyone who just gained 5th level doesn’t stand for much one that only applies if you’ve been to Death’s Black Gates and lived to tell the tale is more interesting.Ī compendium class also usually has 2–3 moves that can be taken only if the starting move is taken. Compendium classes are best when they rely on what the character has done, not stat prerequisites or anything that happens without the player’s action. Note that the move is only available after the character has done a specific thing, and even then only at their next level. At the end of the session you then replace the marked off bond with a new one, with a deity or player character. Anytime a bond with a deity applies to the current situation you can mark it off (as if it was resolved) to call on the deity’s favor in a clear and decisive way that the GM describes. When you write a new bond, instead of using the name of another character you can use the name of a deity you’ve had contact with. When you enter the bodily presence of a god or their avatar the next time you gain a level you can choose this move instead of a move from your class: The basic structure of a compendium class is to have a starting move that is available only to characters who have had a certain experience, like this: A compendium class is the way to go for a concept that can be layered onto multiple other classes. They’re called compendium classes because they first appeared in the Compendiums for Dungeon World Basic. A compendium class is a class only available to higher level characters who meet specific requirements.
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