SPACER

◀ Rulebooks

Ver. 1.3.1

Rule Zero

Rule Zero is considered by many to be the most important rule of any roleplaying game: There are no real rules, only suggestions. In practice, Rule Zero has two parts:

The GM always has the final say in the events witin the game world, and the outcome of checks.

This means the GM is the final arbiter of any dispute related to rules during the game, and players should avoid arguing with the GM over the details of rules. The GM has the full authority to change, ignore, and add to the rules of the game if they feel it will make the game more interesting, or easier for them to manage.

The GM can, at any moment, decide to alter the outcome of a check or temporarily override certain rules if they feel that doing so is necessary for the enjoyment of the campaign, or the integrity of the plot. Any permanent changes to the rules, called House Rules, should be clearly communicated to the players.

The player always has the final say in their character's actions and beliefs.

A player character can never be mechanically compelled to act in a certain way. Game mechanics like Persuasion and Relationship have no effect on player characters. The player may desire to roleplay decision making based on a check, but that player ultimately decides what their character does.

As a player, using Persuasion, Intimidation, or Deception against your fellow player characters is strongly discouraged. If anyone does make a check of this nature with intent to influence a player character's actions, that player gets to decide the difficulty, and they are allowed to say that the difficulty is infinite, if the action is something their character would never do.