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#1 Rules of Adventuring Companies

Posted: Thu Mar 19, 2009 4:54 pm
by Cynical Cat
In the fantasy and science-fiction genre and the role-playing games associated with them, the free company of adventurers and mercenaries are a staple. This thread is to collect the rules by which some of these disparate groups operate.

First off the bat

Nalifan and Friends


1) Everyone comes back alive is the highest priority

2) Victory before profit

3) Profit if at all possible

4) If possible, everything is discussed. If there is no clear consensus or their is no time, Nalifan makes the decision.

5) Thiddeus never negotiates.

#2

Posted: Thu Mar 19, 2009 5:04 pm
by Cynical Cat
Rules of the Slog

The campaigning rules of the band of mercenary-bounty hunters known as The Skin Eaters. They are Scalpoi, hunters of the inhuman and vicious Sranc for the bounty placed on their scalps. They aren't nice people and the environment is unforgiving. Bakker pulls no punches when showing the ugly sides of pseudo-medieval cultures.

The Captain's word is law.

Leaving the Slog is desertion. Deserters will be hunted down by Cleric.

The knee that bends kills ten.
-a hold the line rule.

No stopping.

-Those too wounded to continue under their own strength are killed or abandoned.

No sobbers.
-Psychological casualties receive the same treatment as those that can't physically keep up.

A woman bears her weight like a man or bears our weight like a woman.
-A woman is either an equal and proves it or sexual chattel.

The Captain gets first bite of every peach.
-The captain gets first choice should they capture any women.

#3

Posted: Thu Mar 19, 2009 5:59 pm
by Cynical Cat
The Dark Heresy group I play in (as opposed to GM):

The only authority I recognize is that of the Inquisitor and his designated subordinates. Legal and social impediments are obstacles to be overcome.

The Inquisitor is scarier than the enemy.

I don't want to learn the consequences for failing.

I will have Chris shoot a fellow party member in the back of the head if he become an impediment.

#4

Posted: Thu Mar 19, 2009 6:00 pm
by LadyTevar
The Heroes of Badass (from a game of DragonStorm) did not have Rules per say, just Steps.

Step 1 : Find out where we are.
Step 2: Find out where we're going.
Step 3 : Get from Point A to Point B
Step 4 : Kill everything in our way
Step 5 : ACQUIRE LOOT

#5

Posted: Thu Mar 19, 2009 6:34 pm
by frigidmagi
I don't think my groups have ever had rules, although I've tried to imprint a certain level of professionalism when playing or GMing.

Frigid's standard Shadowrunning rules

1: We do the job, we get paid.

2: Half up front.

3: We're professionals. Not thugs. We don't scare grandmothers into moving. We don't rob banks. That's thug work.

4: Best Shadowrun is the one where you don't fire a shot, or get shot at.

5: Do Your Homework.

6: The Johnson always lies. That's why we do our Homework.

#6

Posted: Thu Mar 19, 2009 6:50 pm
by Dark Silver
When I used to play DnD with my brother in law, there was only one rule

1) Do not piss off Patrick (my brother in law)

See...I learned this lesson from a group he used to game with. They decided to play when he couldnt one night, took one of his multiple ships out (which was loaded with magical weapons and some trade stuff he had), and got it sunk........and told him they were not going to pay him back for it.

Queue Patrick getting with the GM, managing to corner one of the PC's, and skinning him alive, and leaving the gibbering body hanging from a tree to be found.

They paid him.

#7

Posted: Thu Mar 19, 2009 8:51 pm
by Hotfoot
Mikal's rules:

1. Survive: No job is worth your life

2. Get Payment: Money or Satisfaction, it's all the same

3. Raise Global IQ: Shield not the fool from the forces of selection

4. Kill, not Murder: Killing is business, Murder is personal

5. You can't take it with you: Dead is dead, parts is parts, dead guy is parts

6. Be subtle: People don't care about the everyday

7. Demolitions: The ultimate equalizer

8. Time wasted is never refunded: Act appropriately

9. Threats are like guns, useless when empty

10. Natural abilities mean nothing if you don't know how to use them

#8

Posted: Thu Mar 19, 2009 11:00 pm
by frigidmagi
Mikal?

#9

Posted: Thu Mar 19, 2009 11:07 pm
by Hotfoot
Mikal Antoliovich was my first foray into Cyberpunk 2020, a Russian Covert Ops type in Night City. I also used a version of him for a Tensided campaign. Ask Ben about Mikal's reaction to perceived telepathic violation sometime.