Riverwood Session 0

* Level Up - Can be at any time, but most often will be at the end of a session to avoid spending time on it during game.

### Behavior and Expectations

* Disruptive topics - We're officially avoiding politics at the table. Anyone can say "politics" and everyone at the table should check their current conversation/line of talk and be sure they're not into politics.
* Player vs Player - (not to be confused with Character vs Character) If it happens, expect play to stop until we're all in a good spot.
* Player Secrets - You can have them, but I think you'll find them more fun and interesting if the players know about them. GM will help with avoiding meta-gaming around character secrets, but he'll also let character secrets slip a bit intentionally, as it's a lot harder to keep a secret from someone that you're around 24/7, than it is from someone you're sitting at a table with 4 hours a week(ish).
* Player Discomfort - If something comes up and you're uncomfortable about it, please speak up or send me a text (even in the middle of game) and I'll address it. More on this later.
* Rules Debates - Generally, I make a ruling on the spot and check the rules later to keep things moving forward.
* Meta-Knowledge - I have a pretty light hand about this. My wording on stuff is more careful than the average person (it's natural to me). You'll get hints or questioned if meta-gaming comes up. Don't sweat it.
* Min-Maxing - I don't care until it disrupts party balance or starts being a "safety issue" for the party.
* Murder Hobos - Expect repercussions.

### Character Creation

* Item Creation Feats - Don't bother, don't need them. This doesn't mean "Crafting" is pointless, just item crafting is available without the feats.
* Renown - We're going to play-test at least one idea I have to help with social/intrigue. It won't be a big deal for this campaign, as that's not a focus for this campaign, but that'll give us a chance to test it when it can't ruin a campaign. We'll also probably include Communities as well, but they won't come up right away (probably not until 5th level or higher).

### Game Style and Character Lifestyle

* Type of Game - More railroad than sandbox. If you guys get ideas and take initiative, awesome, but I'm not counting on it. The other half of this was covered by "the vote.
* Campaign Length - The goal is to get to 12th level, not beyond. Maybe not quite that far.
* In-Game Adventurers - This is the part of the game that we'll really be working together on. The setting lacks some of this, and I'm hoping we develop more of it over the course of the campaign. The setting was too grim, so not so many options for "adventurers"; hoping to change that.
* In-Game Politics and Factions - They WILL exist. You'll meet at least one of them right off the bat. Feel free to get involved and join the factions, they're not just window dressing. Feel free to start your own Faction(s) as well.

### DM Style

* Rules - I'll almost always rule in favor of "Rules as Intended" as opposed to "Rules as Written".
* Attendance - If we have 4 players, game is on. If something happens (last minute stuff comes up) and we really only end up with 3 players at the table, I'll make sure your time isn't wasted. Either I'll run something like a prequel, or a side-quest for a particular character that is there, or worst case, we have board games.
* Player Narrative Authority - If you're spending Karma on it, ABSOLUTELY!! Even if you're not spending karma on it, as long as it doesn't kill plot, yes. Sometimes I'll actually fish for it. I've played more than a couple GM-less games, and I like them, so I'm all about this.
* Pet Peeves - Having a character that's planned out to 20th level before the campaign starts. Let the campaign help dictate some of your leveling decisions. Be ready to take skills because the campaign is "suggesting" it. It's totally fine to have a feat that you're looking forward to, but to assume how your character will progress without being in the story seems silly to me.

### Ethics

* Gender - In game society (in general) doesn't have limits on what genders can do. There are a couple notable exceptions.
	+ Sektarri - Because it's not a "traditional monogamous culture, and it's easier to trace lineage through the mother, their culture is decidedly matriarchal.
	+ Verdanni - They don't have genders; they're plants. If two Verdanni rub against each other the right way, they each end up with a seed.
* Attraction and Sexual Orientation - There is no in-game cultural stigmas attached to this. As a GM, I will not initiate romantic/sexual encounters with PCs, this avoids any discomfort. As PCs, you're more than welcome to initiate romantic/sexual interests. I'll largely handle these in 3rd person and at arms length, again to avoid discomfort.
* Rape/Sexual Assault - I will **absolutely NOT** initiate encounters of this nature. I would request that players also not initiate encounters of this nature. If it's in your character background, that's fine.
* Slavery - This is a theme in this setting. It's not intended to be an "accepted" thing. While it is not unusual for the Sektarri to enslave Verdanni, this should be considered more of an issue with their dragons, than with the races involved. Hezjtivarrum should be blamed for this, along with Chirgolith.
* Racism - Each race has another race that they distinctly don't get along with (like Tolkien's Elves and Dwarves). This is part of the setting, but it's not meant to give excuses for racism; its meant more as a basis for lack of trust. There are underlying elements of the setting that are at play here. Also, conflict is what drives story elements forward. This isn't meant to be the level of conflict that splits a party, but could certainly make for more interesting drama.
* Character Context - The characters have been living in this setting since birth, so they will often know more about the world than the players. I will endeavor to help with this when possible. This is a setting that's still in its creative stages; sometimes I'll want help coming up with stuff like this. Generally, "common knowledge" won't require a roll, unless it's something that could allow for some interesting drama going forward.

## Backgrounds

* Backgrounds - There are currently no home-brewed backgrounds. That doesn't mean it can't happen. I expect backgrounds to play a role in this campaign, you should too.  :)
* Mounts - Yes. Exotic mounts may be available at higher level as well. If your mount is regularly a hassle for the GM or party, don't be surprised if they die.  :(

## General Rules and Mechanics

* Ready an Action - Even if the rules don't make it this simple and straight forward, expect the rule to be handled like this; on your turn, you can spend an action to take yourself out of initiative (its the ONLY thing you can do that turn). You can then re-enter initiative at any time as an interrupt, to take your remaining 2 actions from that turn.
* Repeated Party Rolls - Sometimes you all get to roll. If someone makes a roll and its not obvious that they fail by the narrative, then other people shouldn't ask to roll just because the first person's dice looks like they failed. If "Joe Smith" says they want to attempt something, and it sounds like something that you want to do as well, speak up and you can roll as well. We may use PF1E "Aid Another" rules to reduce the desire for some of this.

If a thief is trying to pick a lock and fails, they've taken 10 rounds for the attempt, and they can re-roll.

* Downtime/Crafting - There will definitely be downtime available. You can craft during downtime (you'll probably need an appropriate skill) and it'll save you money in the long run, or completely save you money if you already have the needed materials. There's lots of other things you can do during downtime as well. See Archives of Nethys - Downtime

## Magic Items

* Attunement/Identify - You can attune with an item that you haven't identified (for better or worse). You'll only be able to gain the passive benefits of the item (if any). Attuning with an item does not help identify an item.
* Magic Resize - Worn magic items will typically resize to fit the wearer of someone they're attuned to. Lesser items may not. It's not impossible to find an item that won't resize; this is typically a plot element.
* Vendors - See House Rules on Riverwood Frontier page.
* Auto Leveling Weapons and Armour - See House Rules on Riverwood Frontier page.

## Spells and Effects

* Customized Spells - Yes. We'll work on them together. I'm building a whole new system for the game, creating a few spells should be child's play.  :)
* Spell Abuse - Getting creative with spells is fine. Consistently using spells not as intended will draw (light hearted) warnings, and they'll stop working that way.
* Material Components - Unless the component is meant to limit the spell in a real way (expensive component so the spell isn't so readily available) then I won't care.

## Death and Resurrection

* Character Death - This shouldn't be very common. I'd rather have a character death have dramatic significance than have characters die at random moments. Sometimes if a character dies, they may not actually be dead. Sometimes things happen, and the story doesn't allow for an easy out. If it does happen, the player can bring in another character at the same level. They won't be fully equipped however.
* TPK - Hopefully this won't happen. If it looks like a TPK, RUN!!  :) I'll try to salvage things without making **anyone** roll up a new character.
* Resurrection - Expect this to be rare at best, if not outright unheard of.