Gaming Guidelines
If you choose to use Sona-Nyl as a way to rotate DMs within your gaming group...then certain rules need to
be in place to facilitate this process. Players may choose to play the same character with different DMs...and
guidelines are important to avoid confusion and contradictions between the different games. These rules are suggestions
only...you do what you want in your group!
If a DM decides to use Sona-Nyl within his ongoing campaign...then these rules will NOT be needed.
- DMs should focus their games and campaigns OFF Sona-Nyl. Of course, the adventure's set-up can be on Sona-Nyl,
or encounters or mini-adventures set before the main adventure can be planned on Sona-Nyl...but for the most part,
do not plan adventures on the island. The whole point of Sona-Nyl is to create a story-device that allows DMs to
run their own games on their own worlds.
- Warn players if your game is going to last more than one night. When players are choosing their characters,
they will assume that your game is a one-night game, and that the character they choose will be available for a
potential game the next week. If you are running a longer series of games, and the chosen characters will be trapped
(or simply busy) in your gaming world for awhile, you should let the players know ahead of time.
- Avoid Monty Hall "give-aways." If you write a major magic item into your adventure, be aware
that if hte players get ahold of that item, it will affect all of the DMs in your group. Keep magic items well-defined,
simple to understand, and balanced. Don't force another DM to "screw" the characters out of an all-powerful
item you gave them...just to correct your mistake.
- DMs can choose to take one of their characters along as an NPC, and earn the same amount of Experience
Points (XPs) that the players earn. In order to earn the points it is important the DM follows the same restrictions
and requirements that he set for the players when making the (NPC) character choice. In order to earn the points
the DM must place his character in the same situations of peril as the players' characters. If a DM uses any of
his characters in "cameo" roles or his NPC character is much more powerful than the players' characters,
no points should be awarded.
- Dont' sweat the details. If you have a cool adventure idea and want to run a game, don't feel like
you have to have a map of your entire world, a fully developed weather system, and fully detailed cultures and
religions before you run the game! A good adventure speaks for itself, and one DM with a play and a few players
with some cool characters is all that is really needed to have fun.
- Anything is possible. If you have a great idea...do it! When you are the DM - you are the DM. Simple
as that. There are no limits to where your imagination can take you (and the players) in your game.
Azure Kingdom / SONA-NYL MAIN PAGE / Void Pulp
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E-Mail Mark Stinson