Dungeon Master Rules for Running Adventure in Westron

(These rules are for D&D 3.5)

Making Adventures

DM's should use these rules as a guide for creating  adventures in the Westron 3rd Ed. System

A. What PC's May Go
B. Treasure
C. Story-lines
D. Authority

Making Adventures

A. What PC's May Go: The DM is encouraged to gear any adventures to a specific range of levels or character power. DM's should recognize that a party that contains under-powered 10th level characters and over-achieving 7th level characters may work very well as a group as all the characters are about equal caliber. However, a party with three 15th level characters and three 6th level characters are not ideal as the players playing the 6th level characters will not be able to contribute. The DM should make an effort to veto (before the session) the participation of any player characters that are of an inappropriate caliber of power in comparison to the difficulty of the adventure. If for some reason a player doesn't have a character in their roster that is appropriate for the adventure, the DM should have one or two pre-generated characters that the player can play on a one time basis. It would also be allowable for a player to play a character belonging to another player (assuming both players agree). These stop gap measures should probably be needed only to support those players that play on an occasional basis as the "regular" players should have a wide enough range of characters to select from so they would be able to participate in most adventures.

B. Treasure: Until notified otherwise, all DM's should hand out only items that can be found in the standard DMG. All DM's shall also follow the guidelines for handing out treasure (e.g. the treasure should match the monsters/ situations that the party encounters). In the case of using pre-generated modules, if such a module contains a non-standard item, the DM may give out such an item, but the DM should carefully review the power of the item to make sure that the item is not more powerful than that which would normally be allowed. A DM may also not give out any magic item that his or her PC can use significantly better than the PC's that actually go on the adventure. For example, if a DM's player character is the only PC in the campaign that uses a warhammer, the DM should not give out a warhammer + 3 and then have his PC trade for it at the end of the adventure.

C. Story-lines: A DM may not have a player character that is not directly participating in the adventure (e.g. being controlled by his/ her player) significantly benefit as a result of the adventure. In other words, Stuart cannot have Weslocke send the party to disrupt a rival guild. However, if Ross is DM'ing, Ross could write an adventure for Weslocke to persuade some of his friends or allies to go with him in locating the base of some rival smugglers and sharing in the profits (of course!). In otherwords, PC's that are not actually playing in the adventure (and taking equal risk) should not launch nor guide the story-line of the adventure. In addition, there shall be no cataclysmic events (e.g. Dragon Wars, widespread plague, alien invasions, destruction of major cities and the like) in the world of Westron without consulting Stuart. Also, no DM may kill a major NPC that is integral to the world of Westron without Stuart's expressed authorization.

D. Authority: Stuart will constitute the final authority regarding enforcement of the above guidelines. For any decisions that involve Stuart's PC's, a quorum of those present of; Ken, Mickey, Ross, Saki and Steve T. will make such decisions.