'Til Kingdom Come



Code of Conduct

  1. Players are expected to read game-related messages and respond at least twice per week. Messages will either be sent and received through email or through a dedicated web site. Typically, when a message is received, a player will have 2 to 3 days to read the message and respond.
  2. Players are expected to role-play their characters accurately. The success of a role-playing game relies on the players acting in character at all times. Realism is more important than self-gain, and out-of-character comments and actions take away from the fun of the game.
  3. Players are expected to be clear and honest with their communication. Clarity is achieved by the player stating which parts of his/her message refer to the story itself and which parts are to be read as side notes not part of the actual story. For example, players may use parentheses to indicate that the sentence is a rules question instead of an action, or they may use quotes to indicate what their characters are saying out loud.
  4. Players are expected to write properly. Spelling and grammar errors should be uncommon, and punctuation should be used properly. Together, the players and game master are crafting a story, and the story should read like a novel in its continuity and professionalism.
  5. Players are expected to be polite outside of their character roles. While they are permitted to role-play characters that are hostile or rude, communication with the game master or other players should show common courtesy even if one does not agree with another's opinions.

Good Writing

The secret to good writing is to pay close attention to detail without making assumptions about the game world. For example, let's say you receive the following installment in your inbox:

As the dust settles, you find yourselves in a small room covered in thick cobwebs. The room is unadorned and empty, save for a large chest set below the window opposite the door you entered. The chest is quite large and made of interlocked bands of wood and metal, held together with thick iron bolts. It does not appear to have a keyhole, indicating that it may be unlocked. There is a pale light coming in through the window fron the sunset outside that reflects off of the metal bands in the chest.

One example of a bad response would be:

Sir Stephen checks for traps

This response is functional, but it does not add any sort of realism or literary value to the story. It is rather plain and simple and would likely have to be modified by the GM in order to make it sounds more interesting. Another example of a bad response would be:

Sir Stephen walks into the room confidently, examines the chest for any traps or unusual features, and upon finding the chest safe to the touch, lifts the heavy lid to reveal the contents inside to the entire group.

This response is nice and detailed and well-written but makes too many assumptions about the game world. The player is assuming that the chest is untrapped, the chest is not magically locked, and the player's search for traps was successful. These assumptions rob the GM of the ability to design the game world and add an unrealistic element to the game. A better response might be:

Sir Stephen takes a step into the room and motions to the rest of his party to remain still. He gets down on one knee and starts to examine the chest carefully for any traps or unusual features, humming to himself all the while.

This response is detailed and well-written without making any assumptions about the chest itself. It wouldn't hurt to add another paragraph to speed up the gameplay:

(If no traps are found) Sir Stephen then gets into position and tries to lift the heavy lid of the chest in order to reveal the contents inside to the group.

This addition to the response above is not necessary, but it does help to move the game along without making any assumptions. The player recognizes that if a trap is found, the second step will not occur. But if no trap is found, this avoids having to wait for another email from the player to tell the GM what he is doing next.

Game System Modifications

  1. To help move the game along, die rolls will often be made by the GM when a situation involving chance is involved. Combats will be less frequent than face-to-face role-playing games (and much less frequent than computer RPGs). Most combats will be resolved by the players describing their general strategy and the GM applying that to the situation using the characters' skills and a few well-placed die rolls. Occasionally, a combat will be resolved at the tactical level, and players will be expected to select individual actions in each round of battle.
  2. We will use the core rules presented in the Dungeons & Dragons books and the System Reference Document (version 3.5). Prestige classes are permissible. We will not be using the rules on psionics, epic level characters, or divine creatures. The GM always has the last word on any game-related rule-based decisions.
  3. The GM will design a unique, fresh game world with the help of the players. This world will include lands, characters, and social systems that may be borrowed from historical contexts or they may be entirely fictional. The world will not be based on existing frameworks such as Dragonlance or Forgotten Realms. The players should not assume anything about the world based on one of these systems or the history of medieval Europe.
  4. Experience points will be awarded to players for good role-playing, completing quests, solving puzzles, and overcoming challenges (e.g. monsters and traps) at the GM's discretion.


Like all good games, this one has a set of rules that every player is expected to follow to maximize everyone's enjoyment. The rules on this page can be thought of as the house rules, or the extensions to the game system rules that apply to this particular campaign. If you have any questions regarding these house rules, please do not hesitate to contact the GM.