House Rules

The following rules are in effect in The Once Kingdoms:

Narrative Over Rules

The purpose of Dungeons & Dragons is to enjoy an interactive story-telling experience. The rules provided in the Player's Handbook, Dungeon Master's Guide, and other books and resources aim to provide a balanced structure within which the story can exist. Generally these core rules shall be followed, but the DM reserves the right to override or modify any rules that interrupt the smooth flow of storytelling or which unbalance the adventure. Similarly, if necessary to achieve a narrative result the rules may be bent, folded, spindled, or mutilated as required.

Players may invoke the Rule of Cool to achieve their own narrative ends. In invoking this rule the player must describe both the end result they are seeking as well as a description of the "cool" actions undertaken to produce this result. For example - a player may seek to knock multiple opponents prone during a bar fight (the end result) by charging recklessly and leaping from a table (the action). The DM may, at their discretion, require a skill check. In the given example, the DM may require an athletics or acrobatics check and, on success, allow the character to knock down 1d4 opponents.

Hero Points

At the start of each play session each player and each observer shall be issued a Hero Token. At any point in play the token may be redeemed to ensure the success or failure of any action - even after the dice have been rolled and the result announced (within a reasonable time frame!). The Hero Token reflects the power society's heros possess to alter the course of events and to redirect even Fate itself. The Hero Token may be used to benefit the player themselves, to benefit a party member, or to enhance or disrupt an NPC's actions.

Inspiration Points

The DM may award an Inspiration Token for novel problem solving, for exceptional humor, for behavior above and beyond the Call of the Hero, for an excellent invocation of the Rule of Cool, or as part of the narrative. The token allows the player to add or subtract a 1d6 to any roll - but only before the results of that roll are announced. A player may have only one Inspiration Token at a time.

Horse Pockets

The game is Dungeons & Dragons, not Taxes & Tariffs. The rules surrounding encumbrance are far too encumbering, forcing both player and DM alike into an exercise of form filling, point counting, and silly results such as "You pick up the copper coin from the road - and now your movement speed is halved from the total weight of all you carry." Therefore, each player (and most NPCs) have a Horse Pocket - a pouch capable of carrying about as much as a small horse. This permits ammunition counts, rations, rope lengths, etc. to generally be hand-waved away, just as in the heroic epics of old.

For an amusing skit concerning the horse pocket, see Viva La Dirt League's "Horse Pocket": https://youtu.be/zvEe3Y3B2cg?si=TyuY-SGPq8nhxgAK

Fortune Favors the Good

The Once Kingdoms is a place of heroic actions taken against the forces of chaos and evil. Players are playing the part of these heroes, not the part of the villain. Deliberate evil actions - such as the slaying of the innocent, theft from other party members, player-vs-player combat - shall not be tolerated. Disrespect of other players (bullying, threatening, and other kinds of abuse) shall not be tolerated. The frequency and severity of such conduct shall determine the sanctions imposed.

When playing in "Someone Else's House" (for example, at Tower of Games or at a convention) additional conduct rules may be posted or discussed. All players and DM shall respect such rules.

Always remember that the goal is to spend an enjoyable few hours, to meet new people and old friends, and to jointly produce a heroic and epic story.