Thursday, May 21, 2026

House Rules for Faster, More Immersive Games

The intent of these house rules is to make games  faster and more immersive by eliminating habits that lead to interrupting the pace of the game. I hoped this would be a simpler version of a much more in-depth blog post here which uses the concept of flow state to describe why interruptions in TTRPGs are detrimental to the overall TTRPG experience. I've added some non-essential rules that suit my desired game, but I justify their inclusion because they set expectations which can avoid confusion.

Grounded Fiction
This rule establishes a common understanding of the setting. Fiction does not mean anything goes. The setting has relatable characters, plausible scenarios, and realistic environments. Your character is an ordinary person who becomes an adventurer. Don't do anything you wouldn't do in real life. Play your characters like you care what happens to them.

Ready Bonus
If you're ready at the start of your turn, you get a +2 bonus to your roll. This means that as soon as it's your turn, you state what you do and how you do it in one fluid sentence. No questions, no looking up rules, no thinking.

Initiative and Turn Order
Transitions into combat should be seamless, as much as possible. He who takes initiative goes first. If unclear, a GM ruling decides. Turns go clockwise around the table.

One Action Per Turn
Long turns mean more waiting which is boring. On your turn, you can move without acting, you can act without moving, and you can move up to your maximum movement as part of your action, but attacking ends your turn. One sentence can be spoken during your turn. No double actions or double moves, no bonus or free actions, no holding actions, no reactions.

Skipping Turns
Players are not entitled take as long as they want on their turn. The GM can give them a last call for declaring an action or rule that their character hesitates this round.

No Redo's, No Do-Overs, No Retcons
Once you declare your action, you can't change it.

Player Descriptions
Players must describe what they do and how using natural language, like writing a scene in a book. Avoid using game terminology. The intent of your action should be clear.

No phones, laptops, or electronics
Put them away. It's a paper and pencil game.

Character Creation
Player Characters (PCs) must suit the tone and setting of the game. PCs must have their own goal to pursue in play. Discuss with GM.

No Player vs Player (PvP)
The game is about collaboration and cooperation, not adversarial or competitive play. Don't sabotage each other. Don't be that guy. Evil PCs become GM property and NPC villains. Adventuring is dangerous, therefore PCs need a good reason for why they trust the other PCs with their lives.

Metagaming
Metagaming means thinking about the game like a game. Using knowledge that your characer doesn't have is also metagaming. Out-of-character discussions that your characters would not reasonably be able to achive in-character; e.g. long strategy during a short combat round. 

Player Skill, Not Character Skill
Dice rolls and game mechanics do not solve puzzles, resolve exploration, or social interaction; player ingenuity does. Describe what you search and how. Treat NPCs like real people, try to make them happy. Knowledge and insight are learned in play. Pay attention and ask questions. Plan ahead.

Character Stats
Your stats are just numbers for mechanical purposes. They do not necessarily describe your character or determine how you must portray them.

Emergent Story
Neither the GM or the dice tell the story. The GM prepares the setting and the NPCs, obstacles and opportunities within. The story is what emerges when the players engage with the setting and NPCs. In other words, players choose what to do and how, and the GM reacts.

Tools, Not Rules
The games rules and mechanics are just tools to help the GM to run the game. The GM may take and leave these tools to make their own tool kit as it suits them. Part of being a GM is knowing when to use them and knowing whey they don't suit a moment of the game.

No Rules Talk During The Game
During the game, no talking about the rules, no reading the rules, no asking for clarity about the rules. No rulebooks at the table. Save it for outside the game. The GM makes a ruling and moves the game along.

GM Rulings
One of the roles of the GM is to be a referee of the rules and to make rulings of what happens in the game. It's important to be fair and consistent, and without investment in the outcome. The rules can't account for everything, but people can! Consider in real life as your criteria. If something can reasonably succeed, it does. If something is genuinely impossible, no die roll will allow it.

Don't Break Character
This house rule is a guideline. Always being strictly in character is not needed, but breaking character leads to loss of immersion, momentum, and tension. Instead of asking what's in a room, ask what you see, hear, smell, etc. Don't ask what's in the box, describe how you inspect it. Don't declare that you sneak, describe what you're doing to be sneaky. Treat each in-game conversation as though it's actually happening and avoid out-of-character comments or sidebar. Turn out-of-character discussion into in-character conversation. If you're going to award anything to players for good roleplaying, factor whether or not they stay in character for their whole turn!

Optional Rules (in-character bonuses) to incentivize desired player behavior:
  • Go an entire scene without breaking character and earn a hero die (a d6). You can hold up to five of these. Any number of hero dice can be spent on any roll.
  • Go an entire game session without breaking character and earn 150% experience points.

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