Table Rules


No outside electronics unless they relate to the game

Missing Players

If you know you won’t be able to make a session let the Narrator know as soon as possible so he can plan accordingly

If a player can’t make it and it doesn’t make sense for the character to not be there everyone needs to choose who they want to play their character

Everyone needs to make a set of rules of when it comes to playing their character. i.e. how does the character act

If you know that your last session in the Chronicle is coming up start to think how you want your character to leave the campaign and let the Narrator know so he can plan accordingly

Players that miss sessions won’t get any XP for that session

As long as there are at least 3 players and non of the missing players is important for the story the game will be played as planned

Table Talk

Make it clear who’s speaking— the character or the player

Players can’t offer advice if their character isn’t present or is unconscious or doesn’t have the time to in the game world

No out of character information can be given about a character i.e. health

Players can’t take back what they’ve just said their character does unless they would have time in the game world

During combat characters can say a number of sentences equal to their Persuasion Rating

Being Ready

To start off everyone has 5 minutes to take their turn as everyone gets the hang of the rules the time limit will go down to 2 minutes this does not include resolutions

Players should consider having a set of standard operating procedures to cut down on the decision making process during combat

Rolling Dice

Virtual Dice are not allowed

If a roll is interfered with the roller has the option to reroll i.e. die falls off table or it gets propped up against something

The Narrator reserves the right to roll secretly

Pre-rolling is not allowed

Rules Discussions

If there is a question about the rules the game will move on and the Rule Keeper will write down the question for the Narrator to look up at a later time

Metagame Thinking

Players need to avoid metagaming i.e. the player’s character needs to act like they are a living breathing thing with no knowledge that they are in a game

Settle In

The signal that its is time to start playing will be “and the House Turner Chronicle continues”

This signal needs to be respected no matter what i.e. side conversations need to end immediately


The chroniclers are in charge of starting the game with a recap of the last session

This can be in or out of character

The Narrator will take up any slack in the recap if needed

Chroniclers will be rewarded for their extra effort with 4 XP every session that they do their job

Content of the Game

If a topic or action comes up in the game that a player is uncomfortable with they have the right to throw up the x card and any and all discussion of that topic stops immediately

Out of Combat Turn Order

How does the group want to handle out of combat i.e. by initiative, by a group leader, or free form you can use different ones depending on the situation but the group needs to decide this ahead of time

Different situations would be downtime and exploration

Purchases and Leveling Up

Level up and buy mundane equipment (if it can be reasonable assumed the character can get the equipment) before the game starts either on your own time or before the game starts proper

The Narrator needs to have a copy of each player’s character

Player Rewards

Performing a Player Job is worth 4 XP

Written out Character Background, House History, or in character Chronicle Entries are Worth 3 XP

Best Roleplayer of the Session, Best Descriptor of the Session and out of character Chronicle Entries are worth 2 XP

Player with the Most Defeated Enemies of the Scene or Assists of the Scene are worth 1 XP


Assists are hitting an enemy, healing an ally, buffing an ally, and debuffing an enemy you can only get an assist once per target per type of action


A good example of roleplaying is saying what your character is doing in the game world and then telling the Narrator what they are doing mechanically instead of just talking in terms of mechanics

Another good example of roleplaying is have character building conversations with NPCs and other PCs

Party Member Side Quests

Players need to let the Narrator know about any quests that their characters want to pursue so the Narrator can prepare stories related to the characters quest

Companion Rules

The amount of companions will be decided by the game rules

For every companion players need to make a set of standard operating procedures for their companions and that’s how the companions act unless the players character says otherwise

Table Rules

A Song of Ice and Fire: Peril at King's Landing and Beyond alordroten