The Setting Rules

  • As an adventurer, you shy away from the mundane life within the colony, and seek excitement and glory in the
  • There is no ‘set’ party; players can join on an at-will basis. Players should communicate with each other and the DM about when they want to or are able to play, and there is no fixed meeting time.
  • The players drive each session; they must decide what they want to do and where they want to go. To start, the DM can suggest courses of action, and push players toward a particular adventure hook, but the players should have final say in what they want to do.
  • The players will use The Notice Board as a last resort for adventure hooks.
  • Each session is self-contained; the players leave a ‘safe’ town, venture off into the wilderness, find adventure, then return home at the end of the session.
  • New characters start off at level 1, keep the gold and XP they earn from session to session. Characters may group with other characters of any level, unless stated otherwise by the DM.
  • Continuing players have Lifestyle Expenses (PHB 137-138) that they must pay daily, unless stated otherwise by the DM. The player chooses their Lifestyle Expense based on their character background or personal preference.
  • Each session starts off and ends in a ‘safe’ town or location. At the beginning of this campaign, the safe location is the colony of New Tashara, which is a relatively safe location for the characters to take rests. If the party has not returned to the safe location before the end of the session, the party is assumed to have returned without penalty, unless otherwise stated by the DM.
  • The world persists after each session; if there are changes made to the world after each session is over, then the players will notice these changes if they follow the same path in a later session. Long-term play is primarily location- and exploration-based rather than based on plot or story arcs. Sometimes having a character along who has previously explored a given area or location can be beneficial.

Roles:
There are currently two party roles, which are decided among the players before they set off on their adventure.

  • The Party Leader- whose job it is to rally the party together, decide on plans, assign characters to tasks, and make major decisions throughout the session. The Captain is rewarded with +5% of the party’s total loot awarded for that session. You cannot be The Captain if you have been The Captain in either of your prior two sessions.
  • The Scribe, whose job it is to write down important details, draw maps, and (afterwards) update the campaign wiki with the details of that session’s adventure. The Scribe is an important task that requires a proactive player, but comes with a reward of +5% XP for doing so. If you were The Scribe in your previous session, you cannot be The Scribe.

The Setting Rules

Winds of The New World mortecai4