Guild Guidelines 10/21/2010

What is the Guild?
The Guild is a shared campaign made up of guild characters and run by guild game masters (called Storm Wardens). Guild characters have adventure logs to track their progress. Guild games can be run privately. Many are run at conventions, including Origins, Pentacon, Midwest Fur Fest and others. For more information on conventions where you can play guild games, follow this link:
http://www.dragonstorm.com/conventions.html

This following link is connected to the sites for guild paperwork, rules update, proposed new cards and more.
http://guild.gameswemake.com/index.html
Through the Guild, you may also join and advance in bloodlines clans. More information on the clans is included below.

History of the Guild
Formerly known as the Storm Riders Guild, the Guild has been around since about 1997. Much of the work done to create guild rules was done by Russ Linden, who recently had to resign as Guildmaster because he had a lot going on in his life. We deeply appreciate the energy, planning and just hard work he put in. Thank you, Russ.We are now running the guild but we are planning to keep as much as possible of the good work Russ has done.

How to join the Guild
You can join the guild for free! We are not charging for guild membership. We are emailing a free newsletter to new and existing guild members. Our newsletter includes information about upcoming conventions, new cards and world background. It's quite a deal.
The most efficient way to join the Guild is to go on-line at (
http://guild.gameswemake.com/index.html) and fill out our application. We also take applications at conventions. When signing up for the Guild, you also have the opportunity to sign up for our Newsletter. You can also get up to the minute information at our site http://dragonstorm.com. From there, you can follow links to various dragonstorm blogs and related sites.
Guild members get a membership card. The membership card is playable. It gives a +2 to one of your contest rolls during a guild game.
You can go online and enter your character in the Guild Clans anytime you want. See the clan information below for more information.
We have an online guild members list that includes information to allow you to find other players or just to see who is part of the DS Tribe. Entering information for this list is voluntary.
http://guild.gameswemake.com/page7/page7.html
We want every player to get out there and get their friends into the Guild. The more the merrier!

Guild Forms
Guild players and game masters use specially designed paperwork to keep track of characters and games. All of this paperwork can be found online at (http://guild.gameswemake.com/page6/page6.html).
Players creating guild character should use the V1.1 Simple Character Sheet. Stats on all other guild forms are laid out in the same way as this sheet, making for easier record keeping all around. Our purpose here is to make guild paperwork easy. We love easy.
Players need to keep, and update, a DS Guild RPG Character Adventure Log Sheet for each Guild Character. This is where your experience and card points are maintained and the Warden signs for your gains.

Optional Guild Paperwork:
Player Companion Record Sheet. Some players like to keep track of who their character has adventured with. This is the form to use if you want to track this information.
GM Player Reference Log. Having players fill out this form prior to game allows a game master easy reference to vital statistics. Using this form also allows a game master to make rolls based on character stats without having to tell players they are doing so. This can be very handy when you don't want a player to know about the stealthy haskalad scout sneaking up behind their character. This form helps a game master track adventures she has run, which is especially useful when applying for online Warden Perks.
GM Daily Adventure Log. This aids a game master keeping track of daily time segments, and helps with figuring out recharge times and supply consumption. We use it as a rough guide, not something we follow religiously.
Other Character Information. Your character has cards for items, boons and anchors. If you want to maintain an additional sheet for these, please feel free to do so.

Storm Wardens
What is a Storm Warden?
Storm Warden is the official name for a Guild game master. Only Storm Wardens may run Guild games. Wardens follow guidelines when running Guild games, and earn perks for running them. Both of these are explained below.

Becoming a Warden:
High Councilor Tim is handling the Warden Applications. You can apply online or directly with Tim. Warden application forms can be found at (http://guild.gameswemake.com/page8/page8.php).
Tim is the High Councilor of Wardens. He will be working with the Wardens to make sure we have Game Masters at shows we attend. If you are attending a convention that you want to run DS at, you should contact Tim at (
dragonstorm@kennardweb.net).

Warden Perks
Warden Perks are 50gp and Four Card Points for running a Guild game or Demo. These may be applied to one or more of the Warden's own characters.
Wardens receive a second Guild card with a +2 bonus. The membership card still plays, which means a Warden gets an extra bonus once a game!
To collect perks, a Warden can apply for them online at (
http://guild.gameswemake.com/page2/page2.php). Alternately, a Warden may sign off on perks for another Warden. To get another Warden to sign for your Perks you start by filling out the Adventure Log sheet for the character you want to add the perks to. The Adventure Name is Guild Game, the date is the date you ran the game. Add 50 to your Total Gold. Add four Card Points. Get the witnessing Warden to sign the changes. If you ran multiple games you can do them on a single line. The Adventure Name would be Guild Game *? Where ? Is the number of games, then multiple and add.

Running Guild games
Guild games are run pretty much the same as other Dragon Storm games. The only difference is that we ask that the restrictions and guidelines below be followed by Wardens. This is to keep the Guild campaign relatively consistent, since it is a shared campaign. We will also, from time to time, publish a Guild Event in our newsletter. This is an important event in the shared Guild campaign that we would like Wardens to know and, if possible, make use of in their games. Watch our newsletter for upcoming Guild Events.

Running Demo Games:
Wardens who run a Demo game should have Guild Applications handy. New players who are interested in Dragon Storm should be encouraged to join the Guild.
Demo games earn the same perks as running regular Guild games. We want new Players in the game and Demos are an crucial to Dragon Storm’s growth. Your help is appreciated!

The Guild and the GM Rule 3.4:
Like all Dragon Storm Game Masters, Wardens have the freedom granted to them in rule 3.4. The intent of this rule is to make games quick by giving game masters authority to make snap decisions. Essentially, the rule says that the game master is always right, even when the rules say otherwise. This unfetters game masters from dogmatic adherence to the rules, but this freedom comes with responsibility. A Game master should make her games fun and entertaining for her players. Rule 3.4 is there to help make the game fun and fast, not to be a club to beat characters with. Use it to give the players a chance for creativity and make the “Anything Can Happen” in Dragon Storm true.

Restricted Items in Guild games:
There are no restricted items. Game Masters should be stingy with giving out high powered magic items. We will rely on Wardens' common sense to control the use of powerful items. If there are too many high power magic items in a game the Warden is authorized to use rule 3.4 and temporarily “turn off” items at will. These items were designed with cutting edge magics of ancient dragons, and many of them are buggy and unpredictable as a result.

The Guild and Beta Cards:
Beta cards may be used in Guild games, if approved. It is the Players' responsibility to let their Warden/Gamemaster know that the character is using Beta cards. If a Warden does not want to deal with Betas, be prepared to play happily without them. Proposed Beta cards can be found at (http://cryptcrawl.gameswemake.com/index.html).

The Guild and Proxy cards:
A proxy is hand written on an official Dragon Storm blank. Any card a player does not own may be replaced with a proxy. Proxy cards are accepted in Guild Games. If you do not have one of our blank cards, use something else.

The Guild and Game Play Guidelines:
The Guild uses the basic Dragon Storm rules and the version 1.1 Update Dragon Storm rules. There are no special "guild only" game rules.
Players in guild games spend their role playing points right after a game is finished. Any changes are recorded on their character log sheet which is then signed by their Warden.
Card Errata will be appearing on the card lists available on-line and in expanded Set descriptions.

Card Use:
The GM will use rule 3.4 to judge the use of any cards in the game. A Warden may disallow the use of any card. All card use is ultimately up to your GM. Be nice to her. Storm Rider’s Guild cards are accepted in Guild, and all, Dragon Storm games.

Players Responsibility in Guild Games:
Guild players do everything they can to make Dragon Storm games fun for the Game Master and other players. The idea is to have a good time and while helping others to do the same.

The Big Grandfather Clause:
This clause is meant for Guild players who have characters built by the old Storm Riders Guild rules. If the V1.1 rules diminish your character, you may keep what the character has already earned, so long as your Warden is agreeable. Wardens are encouraged to allow older guild characters to keep their advantages, so long as they are not disruptive to game play. You may exchange Anchors at this time, if you want. If you have any specific questions about an existing character advantage, please discuss it with one of the Guild High Councilors. The High Councilors are listed at the end of these Guidelines.

Changes in the V1.1 Rules that Wardens should be aware of:
A Character may have only one of any Anchor Card and only one Background.
The exception to the rule above are the "Way Of" cards. These cards require training by a master of the craft and time. Game masters are encouraged to add Way Of Masters/Mentors as cast members to their campaigns. This can be done in two ways. Characters who wish to train can be run through an adventure to find a particular Master, or the Game master can place Masters in her world and have the characters discover them during the course of adventuring. Both methods work nicely.

Way Of Series cards are limited by a character's experience. A character may acquire one Way Of Series Card every other Lifeline they achieve.
A Novice or Seeker may have One Way of Series anchor.
At Seasoned or Elder a second Way Of Series card may be gained.
At Esteemed or Grand Elder a third Way of Series card may be acquired.
At Prime or Master a fourth Way of Series card may be gained.
An Ancient may gain one more Way of Series Card, making five total.
After that one more Way of Card may be added for each 800 Card points. (1800, 2600 etc.)

Two important new rules, Terrible Twos and Exploding Dice, will effect play in important ways. They should be reviewed. We encourage GM’s to use rule 3.4 to challenge, or entertain, with the Terrible Two’s and Exploding Dice. We are relying on your common sense and understanding of the cooperative Spirit of Dragon Storm.
Characters may perform up to ten “Things” each round, no more. A thing is an action, a movement, or an independent. You start with one Action and One Movement, the remainder of the Ten is Independents.
The number of Independents are no longer limited by WIS. They are only limited by the number of things a character can do in a round, and how many independent cards a character has available.
A characteristic bonus, such as WIS, is only added once to a roll, no matter how many cards are played in combination.
Life Line Boons are now mandatory and are no longer tracked on Lifeline cards. Instead, they are tracked on character sheets. See the chart below for what bonuses to add and when. Existing characters using Lifeline cards may keep them, as per the Grandfather Clause (see above).




































































Card TitleCard PointsRP Cost to add one CPLife Line BonusRecommended # of Boons TotalCharacteristic Bonuses
Novice0 to 9920 RP each+11 to 3 TotalNone
Seeker (*1)100 to 19920 RP each+24 to 5 Total+1 STR
+8 HP
Seasoned200-29920 RP each+36 to 7 Total+1 SPD
+8 HP (16 Total)
Elder (*2)300-39925 RP each+48 to 9 Total+1 COR
+8 HP (24 Total)
Esteemed400-49930 RP each+510 Total+1 STR (2 Total)
+8 HP (32 Total)
Grand Elder (*3)500-59940 RP each+611 Total+1 WIS
+8 HP (40 Total)
Prime600-79950 RP each+812 Total+1 SPD (2 Total)
+8 HP (48 Total)
Master800-99960 RP each+1013 Total+1 COR (2 Total)
+8 HP (56 Total)
Ancient (*4.)1,000-1,39980 RP each+1114 Total+1 STR (3 Total)
+8 HP (64 Total)
(*5) Additional Growth. Each +40080 RP Each +1 per Unlimited +8 HP each 400










Guild Specific Bonuses, Optional in home campaigns.
*1. Guild Clan Seekers Gain a +1 to Clan/Bloodline Rolls and +1 to Clan/Bloodline Persuasion rolls, but not Charm rolls.
*2. Guild Clan Elders Gain a +2 to Clan/Bloodline Rolls and +2 to Clan/Bloodline Persuasion rolls, but not Charm rolls.
*3. Guild Clan Grand Elders Gain a +3 to Clan/Bloodline Rolls and +3 to Clan/Bloodline Persuasion rolls, but not Charm rolls.
*4. Guild Clan Ancients Gain a +4 to Clan/Bloodline Rolls and +4 to Clan/Bloodline Persuasion rolls, but not Charm rolls.
*5. For every additional 400 Card Points above 1,000 a character gains 1 Boon and +8 HP.
(1,400, 1,800, 2,200, 2,600, etc.)


Converting Experienced Characters into Guild Characters.
Any Warden may work with players to set up an experienced character as a Guild character. The Warden will sign the characters Adventure Log to start the character going.

What are the Bloodline Clans?
Bloodline clans are special organizations open only to Guild characters. They are based on the ancient clans that held power at the time of the Deathday Massacre, as well as some clans that were obscure or unknown at that time. Each Bloodline Clan welcomes members who are of their bloodline, regardless of their shifter race. A Greatflame werewolf or a Greatflame unicorn are just as welcome in a Bloodline clan as a Greatflame dragon. The old prejudice against mortal born shape shifters no longer holds.
Bloodline clans share mutual clan holds. Some of them are renovated clan holds of ancient dragons that have been cleansed. Others are elaborate safe houses in the wilderness. There are rumors of other clans and clan holds that might be hidden somewhere in the Storm Lands. Watch our newsletter for future information on these lost clans.
Ann runs the bloodline clans for us. She can be contacted at (
pixiejorge@yahoo.com). Online forms and other information regarding Bloodline Clans can be found at (http://guild.gameswemake.com/index.html).
Every character may to join a Bloodline Clan as soon as the character has a Bloodline and accepts their Draconic Blood. Characters in Denial will not join. Characters who have not yet shifted do not know to join. If you have any questions on what characters are eligible, talk to High Councilor Ann.

Clan Character Levels:
A Clan characters “level” follows Life Line titles Guild status changes at Novice, Seeker, Elder, Grand Elder and Ancient, the same as on the Life Line chart. There are additional Guild bonuses for persuading ancestors and other abilities, that are included in the Life Line Chart. See the chart above for more information.

GRANDFATHER CLAUSE #1: Some Characters have spent Role-Playing points to obtain Clan Points. If you want to work out a “refund” of those points you will need to contact High Councilor Ann. She will work out a fair compensation with you.
You should report your character's change in status by using the online forms, or with High Councilor Ann at conventions. She is keeping track of the Guild Clans. We will be updating the on-line Clan Roster as characters status changes.
GRANDFATHER CLAUSE #2: Some characters have gained Clan status, such as Grand Elder, by other means than Card Points in the past. High Councilor Ann will work with you to insure you retain your Character's previously earned status, or an equivalent status.

Clan Leaders:
Each of the Nine Clans has a High Mage, Coven Master, Spirit Singer, Valarian Advisor and WarMaster. Only Clan Grand Elders, who have been officially in the Clan for six months or more, may become Clan Officials.
Clan Officials are elected once per year. The election ends at StormCon each year and the results will be announced at the convention.
Eligible Characters who want to run for a position must be registered by their player with Ann. She will need to know that you want a character to run by the end of January every year. When applying, be sure to include the position the character wants to run for. Ann will compile the election list and it will be linked to in the June Newsletter.
Voting will be handled online, or directly with Ann, starting July 1st and ending at StormCon.
Each player, who has one or more Characters in a Bloodline Clan, gets a single vote for each position in the Clan.

Elected Clan Leader Bonuses.
Clan Leaders may carry 10 extra Card Points in Abilities during their time in office. Abilities are the Shifter Race cards (such as Dragon or Werewolf etc.), Valarian, Rogue and Channel cards.

Election Oddities:
If there are not enough Grand Elders in a Clan to hold all available offices, the Clan will be short leaders.
High Councilor Ann has the authority to make any decisions relating to the Clan Elections.

Clan Rescued Spirits:
Rescuing Clan Spirits is a special, clan related quest. The quest involves finding relics, usually bones, of a dead ancestor of the characters' bloodline. These relics have the spirit of the ancestor attached to them. If the relic can be successfully brought back to the clanhold, the spirit will be able to act as a mentor for the clan, making new boons available to the members of the rescuing clan.
This quest is run exclusively at Conventions. Watch our newsletter for announcements of spirit rescue quests.
In addition to teaching new boons, rescued Spirits may turn out to have other knowledge that is useful to their Clan. They also make wonderful Clanhold Guardians.
Wardens may put one Clan Spirit to be rescued in their games over a weekend. To make that clear; One Warden, One Spirit at the Convention. If there are two Wardens are running games at a Con each may put in one spirit to be rescued.
Successfully rescued Spirits should be reported to High Councilor Ann so she can add the Spirits name, and the Con it was rescued at, to the Clan Roster on-line.
Players who have the same Bloodline as the rescued Spirit should get a 50 bonus role-playing points for trying to rescue a clan spirit and 100 bonus role playing points if they succeed. Characters of other Clan Bloodlines on the mission halve this bonus. All Shifters are Bloodkin and what helps one Clan, helps all Clans.

Several Times we have mentioned our fine High Councilors:
These are the people, without whom we could never had gotten this done:
Guild Hyarch: Mark Ellis Harmon
Spirit Advisor and Game Designer: Susan Van Camp
High Councilor of Wardens and Conventions: Tim Kennard
High Councilor, StormCon Liaison and General Advisor: Russ Linden
High Councilor and Clan Master: Ann Gray
High Councilor, Rules Guru: Mark Rosenberger
High Councilor, Advisor, Jack of all Trades: Lee Gray
email addresses are on the membership page.

Councilors:

The End!