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Introduction

The document outlines a high fantasy campaign using 5th edition rules set in either the Forgotten Realms or Greyhawk, focusing on story-driven roleplaying and long-term play from levels 1 to 20. It details rules and mechanics, character creation guidelines, table expectations, scheduling logistics, and team-building activities to ensure a collaborative and respectful gaming environment. Key elements include a point buy system for ability scores, a ban on guns, and a weekly session frequency lasting 4 to 8 hours.
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0% found this document useful (0 votes)
3 views3 pages

Introduction

The document outlines a high fantasy campaign using 5th edition rules set in either the Forgotten Realms or Greyhawk, focusing on story-driven roleplaying and long-term play from levels 1 to 20. It details rules and mechanics, character creation guidelines, table expectations, scheduling logistics, and team-building activities to ensure a collaborative and respectful gaming environment. Key elements include a point buy system for ability scores, a ban on guns, and a weekly session frequency lasting 4 to 8 hours.
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

High Fantasy

Forgotten Realms or Greyhawk

5th edition rules

1. Campaign Overview

 Setting & World: Is the campaign set in a known world like the
Forgotten Realms, or is it a homebrew setting?

o Greyhawk or Forgotten Realms

 Tone & Themes: Will the game be lighthearted, dark, gritty, or


somewhere in between?

o Standard High Fantasy

 Style of Play: Emphasize the balance between combat, exploration,


and roleplay.

o Story driven roleplaying

 Campaign Length: Discuss the expected duration—short arc, long-


term, or open-ended.

o Long-term: levels 1 - 20

2. Rules & Mechanics

 Edition & Sourcebooks: Clarify which edition and sourcebooks are


allowed.

o 5th edition

 House Rules: Discuss any custom rules or modifications to standard


gameplay.

o No guns

 Homebrew Content: Decide if homebrew classes, spells, or items are


permitted.

o Some plane traveling at later levels with homebrewed


multiverse

o A mix of homebrewed adventure with published modules.

 Leveling System: Choose between experience points (XP) or


milestone leveling.
o Inclined to have DM track experience and announce
leveling when ready.

 Optional Rules: Consider rules like flanking, encumbrance, or critical


hit variations.

o Rolling Natural 20s keep stacking

 Death & Resurrection: Set expectations for character mortality and


resurrection availability.

3. Character Creation

 Ability Scores: Decide on point buy, standard array, or rolling for


stats.

o Point buy system

 Race & Class Restrictions: Determine if any options are off-limits.

 Backgrounds & Feats: Discuss the use of backgrounds and whether


feats are allowed.

 Character Connections: Encourage players to establish relationships


between their characters.

 Alignment: Agree on acceptable alignments and their impact on


gameplay.

o Evil alignments are not playable unless you have a VERY


compelling argument for it.

4. Table Expectations & Safety

 Player Behavior: Set guidelines for respectful interaction and


engagement.

 Sensitive Topics: Identify any themes or content to avoid.

 Safety Tools: Implement tools like the X-card or Lines and Veils to
ensure player comfort.

 Metagaming: Discuss the use of player knowledge versus character


knowledge.

 DM Authority: Clarify how rules disputes will be handled.


5. Scheduling & Logistics

 Session Frequency: Decide how often the group will meet.

o Weekly

 Session Length: Agree on the typical duration of each session.

o Plan on 4 – 8 hour sessions.

 Platform: Choose between in-person play or virtual platforms like


Roll20 or Foundry VTT.

 Communication: Establish channels for updates and coordination


(e.g., Discord, email).

 Absences: Set policies for missed sessions and how they affect the
game.

o How to handle a character's absence.


o Whether to proceed with sessions when players are missing.
o How to manage character progression and loot distribution.

6. Team Building & Icebreakers

 Introductions: Share personal interests and gaming backgrounds.

 Favorite Aspects: Discuss what each player enjoys most in RPGs


(combat, roleplay, exploration).

 Group Dynamics: Foster camaraderie through collaborative character


creation or shared backstories.

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