tavernry

house rules

what you can do, and what the dice decide.

talking

type and the room hears you. that is the whole of it. who answers depends on who was listening and what they think of you.

/to nameaddress someone directly. the room still hears it.
asidespull someone away from the table. the room does not hear it, and it does not wait for you.
doing

anything that could fail is rolled, not written. a d20 against your ability, plus whatever the room thinks of the attempt. you do not get to decide whether it worked.

checkspick what you are doing and what you are using. stealth rolls off dexterity, persuasion off charisma, and so on.
circumstancethe dice do not care why you are doing it. the room does. what they think of you is in the back of their mind when they decide how hard this should be.
failureis a thing that happened, not a retry. the room carries on from it.
giving and takingyou can give something to someone, take from them, or steal. gold and silver buy drinks, favors, silence. items carry notes — a debt, a threat, a name — and those notes persist.
finding things outbios carry hidden sections: ulterior motives, secrets, what weighs on someone. a successful insight check extracts the first sentence; a crit gives you the whole thing. the dm narrates the beat.
harm

a fight is turn order, and turn order is fast. when it is your move you have a window to act before the room moves on without you — hesitating is a choice and it gets treated as one.

non-lethalthe default. you are trying to win, not to kill.
lethalopt in, every time, deliberately. they may not get up, and the room saw who did it.
going downyou are not out immediately. saves decide it, and someone helping changes the odds.
pinnedyou can be restrained — held down, grappled, pinned to the wall. you must break free before you can act. defending raises your guard until your next turn.
being thrown out

every house has someone on the door, and the door works. break enough and the doorwarden stops asking. this is a thing the regulars decide, not a moderation policy — being ejected from a tavern is part of the fiction and part of what they remember.

conduct toward other players is a different matter and is handled by us, not by the doorwarden.

no dice

narrative mode drops stats, dice, and mechanics entirely. the dm adjudicates social and epistemic actions directly. death is narrative — declared, not rolled. for rooms that want to be written, not gamed.