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THE CONTINUITY MASTER




I am presently holding the mantle of Continuity Master {C.M}. and am humbled that my interpretation of the rules is held in such high esteem and often called upon as the last word when there is a situation or confusion concerning the rules. I have been continuously playing since 1971 with the advent of Chainmail and learned the game from a friend. He was in the military and was stationed near Lake Geneva. He was a on again and off again tactical game player and occasionally found his way onto Gary Gygax’s gaming tables as Chainmail was being developed. Fortunately he was there for a couple of years and was on the ground level when D&D was developed as well. When he came home in 1971 on leave, he brought the Chainmail game with him and introduced it to an energetic, overly imaginative and boisterous child. The next year he returned home to find a campaign in full swing, so he presented the child with the brand new D&D game months before it was to be released to the market. He even took a fair piece of time to show how the game was to be played. I was hooked for life.


With over 40 years of game play to draw upon, my rules knowledge is vast though not perfect. Bear with me if I have to look something up once in a while. A few of the original rules have been adapted or modified to better facilitate each scenario but I do try to remain true to the 2.0/2.5 rules as closely as possible.


Keeping all this in mind here are the responsibilities of the Continuity Master as I see them.


It is the responsibility of the Continuity Master (C.M.), to maintain a flow and consistency to the rules used during game play by making a ruling where disputes or clarification is needed, and maintain the intent of concept for material submitted for game play or to be included on the P.V.G.G. web site or for future gaming use.


Characters for the game are created by the C.M. and creation of said characters is constant with the ideas and expectations that are scenario specific. To this end characters are created to have balance against one another. Advantages and disadvantages are incorporated during creation to give each, unique abilities and skills that can be exploited to enrich both the playing experience for the players and the expansion of the world.


The C.M. evaluates the relevance and balance of material created for the world the characters inhabit. This serves to protect the characters and the scenario from over powerful/weak opponents, magic or constructs.


The C.M. also is responsible for generating or presenting tables and charts needed to clarify any rules or info that could be interpreted more than one way and to be used as reference by Game Masters and players alike to expedite play.


William Robitaille

A Word from our Continuity Master.

What you are going to need to know when playing PVGG sponsored games.

House Rules

GAME MASTER GROUND RULES



  1. Scenario must be world specific.
  2. No use of established NPC’s as plot devices or extended play without permission from the creator.
  3. In case of unexpected mortality, replacement PC’s must be created or approved by the C.M.
  4. Only established tables, charts and rules can be used during game play. Any new tables, charts or rules the G.M. wishes to introduce to the game must be cleared by the C.M.
  5. All Retro-Con scenarios are encouraged to be part of, or continuation of established worlds. Please do not greatly deviate away from source material that is previously provided.
  6. Although not mandatory, it is encouraged that the monsters used be original G.M. creations to help expand and enrich the gaming experience.
  7. It is expected that the G.M. create any NPC’s needed for the game as well as artifacts, magic items or specialty equipment.
  8. In the case of a rules dispute that can’t be otherwise resolved, the ruling of the C.M. is final.
  9. No retributive action against a character will be tolerated in the situation where the player is being unreasonable or argumentive toward the G.M. or the table mates. The G.M. will council the player first and explains the destructive nature of the player’s actions to help resolve the issue.
  10. If the problem persists, the G.M. will seek the advice of the past G.M.’s. With possible penalties levied against the character at this time to enforce the previous council of the G.M.
  11. Continuation of problematic game play will then be considered by all members present and only at this time will the character and/or player come under review for dismissal from Retro-Con by a majority vote.