Campaign Contract

This is the “contract” for the Campaign, laying down the genre conventions, mood, playstyle and acceptable behaviour for the game, for the players and the GM alike.

  • This is a heroic fantasy campaign, Fate Points are awarded for being heroic, daring and virtuous.
  • There’s no looting or searching for hidden treasures in this game. If you are supposed to look for a hidden item, you’ll know you have to do. There’s no point stripping every corpse you come along as this is not the focus of the campaign.
  • 13th Age is a narrative and story-oriented rule-sets, so any new mechanics added will be balanced with its impact on the story, and balance with the rest of the characters, and realism last.
  • No party conflicts (PKs or etc.)
  • The GM will never have NPCs marked as loyal betrays you deliberately and if they are subverted, you will get some clues immediately. They may be misinformed, but you will always have a check to deduce that.
  • Likewise, the quests you perform will perform will not result in a sucker punch without any warning. No such things as, “Oh, you manage to kill the evil dragon terrorizing the city! But actually his presence sealed a Demon Gate, and because you have destroyed him, the Demon Gate is open!” In this example, mid-way through the adventure there will be at least 3 clues to let you know the consequences of killing the dragon.
  • Your character is assumed to be an intelligent person with common sense. If you wake up from sleep, and goes downstairs into the tavern, I assumed you are wearing clothes. If you sit a table during dinner, I assume you’re eating. If you are outside in a dungeon, you are wearing armour. Tell me if otherwise.
  • …however, things which are your professional concerns you have to declare. You are a ranger in the wilderness – you have to declare you are looking out for tracks or ambushes. You are trying to open a door with rusty hinges — you have to tell me you oil it beforehand or else when you push the door, it’ll be noisy.
  • When I say the magic words, “Without a shadow of a doubt,” it means that it is certain the clues/info you have gathered is correct. “Without a shadow of a doubt, the guard captain is not hiding anything.” == the guard captain is clean, go talk to someone else. If I say “You have done due diligence” == you have tried your best and you can’t try any better any more.
  • When I ask, “Are you sure?”, it means you are going to do something really really horrible. Horribly good or stupid.
  • When I ask, “What’s your intent?”, it means that I have no idea what you are trying to achieve. As part of the contract, I will not sabotage your plans from knowing the intent. It’s also good if you explain the reasoning behind your intent. “You’re told drinking this potion will kill you, what’s your intent in trying to drink it?” — you may say “I don’t trust his word.” or “I want to pretend to drink it to see his reaction to know if he’s lying”. If you just say, “I drink it”, I have no idea how to proceed.

Campaign Contract

Fate of the True Empress ExtraKun