The houserules are light, but we've had a lot of fun with these ones in the past.
Instead of individual characters gaining experience points (XP) for overcoming encounters, instead, we ask four questions at the end of the session.
- Did we learn something new about the world?
- Did we learn something new about our characters?
- Did anyone's ideal complicate a situation?
- And a question specific to the game.
Each yes answer is a point of experience. Experience is also rewarded for Reflections, and for an Adventure Log. When accrued experience totals the number of players x 4, the party levels up.
Every session we’ll call for a volunteer to update the Adventure Log, serving as an impartial scribe and providing a synopsis of the session. If the update is completed before the following session, the party will be awarded one additional XP. Once a player has updated the journal, they may not volunteer again until all of the other players have updated it, unless every other player declines to update it for a session. This ideally keeps one player from always being saddled with the duty. The Adventure Log should be updated directly to the blog in the Campaign area..
After each session, players also have an opportunity to submit a reflection, a few paragraphs in character which reflect on the events of the session. This could be an in-character journal, an internal monologue, or any other form. Reflections should be added to the character's personal blog in the Campaign area. If the reflection is submitted before the next session, the party will be awarded one additional XP. This XP reward is cumulative for each character who submits a reflection. More reflections = more XP.
The Player Vote
At the end of each session, any player may call for a player vote to recognize the a particularly good session or action by one of the players at the table. Only one such vote may be called per session. Votes are conducted anonymously, and the winner’s character is awarded a point of Inspiration. In the event of a tie, the GM will act as a tiebreaker.
No One Dies
Neither the PCs nor NPCs can be killed. Combat rules work like normal, but on three failed saves, the character doesn't die. If the PCs overcome the encounter, they can apply one of three words to their opponents:
- Punish: their foes lose something of value. An object, reputation, they are diminished in some way.
- Exile: their foes are banished, and never heard from again.
- Redeem: their foes come around, and provide some kind of assistance.
If a PC would die, instead the GM applies one of the following three words to them. They need:
- Rescue: their foes took them, and the party will have to retrieve them.
- Repair: a piece of their equipment is drained or damaged. A long rest and appropriate ability check (DC 12) are necessary to repair it.
- Rest: they lose half their hit dice or half their spell slots (GM's choice) until they complete a long rest.
Ilderan Tales does not require 100% attendance as a rule. We’re all busy people, and sometimes life intrudes on the game. The game must go on however, and so long as there are three players present, it will do so. If you’re unable to attend, no worries. Your character will essentially remain a silent partner for the game.