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The Adventurer’s Charter
Posted By Kurt "Telas" Schneider On October 25, 2011 @ 12:00 am In GMing Advice | 11 Comments
No, it’s not another article on the game charter (a/k/a the social contract). This is about an organizational charter or license for a group of adventurers. While I originally used this in a traditional fantasy game (it doesn’t get more trad than Greyhawk), it can be adapted to nearly any genre with a little manipulation. Call it deputizing the party, Letters of Marque and Reprisal, or a license to carry weapons.
I had each player sign their character’s name, and when new characters joined, they were added to the rolls. Maybe it was exuberance on my part, but the group seemed to enjoy that aspect of it.
Over the years, I found the Adventurer’s Charter resolves a number of issues that characters in fantasy games sometimes have:
The Adventurer’s Charter does have some possible downsides, depending on the campaign:
And what would a Gnome Stew article be, without something just for the GM?
Most All of my experience with the Adventurer’s Charter has been in the fantasy setting, but it should be applicable to nearly any genre that features armed folk wandering around. Have you tried something like this? Got anything you’d care to share or add? Sound off in the comments, and let us know!
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