- Crit-Miss is a “classic gold” D&D game, using the Pathfinder rules.
- It deliberately and gleefully hits as many fantasy tropes as feasible while trying to keep the plot fast, fun, and fresh.
- It builds on a rich setting called Midgard: A fictionalised version of historical Western Europe.
- Crit-Miss is an over-the-top, kick-in-the-door style campaign where characters are lucky to survive every session.
- While death is not assured, each player has a secondary/tertiary/quadripedal (whatever) character waiting in reserve.
- Player agency is at the very core of Crit-Miss, U20, and NiL. The house rules (see below) are designed to ensure that every action you commit to the world will have its consequence. Sometimes this may not be death… It might be much worse.
- Total Party Kill is not an unacceptable outcome. If every character should die, with none to hold the metaphorical banner, the storyline simply advances several years.
- Much like U20, Crit-Miss tips its hat to video-game progression, complete with unlockable resources, regions, and character development options. Locked options are presented in italics.
- The “starting area” is called Midgard, which is described in the rough guide below:
- But don’t worry too much about it beyond initial character creation, you’ll be leaving it behind within the month. Unless you die reeeally quickly. These are the bones of the old world, and you’ll be helping to shape a new one soon enough.
The only 100% cannon books currently in effect are the Pathfinder Player’s Guide and The Advanced Player’s Guide. Most Class Archetypes are available (dependent on race and culture), and The Pathfinder Bestiary is largely in effect, although significant deviations from the published material regularly occur. Furthermore, a lot of the races have background material with non-trivial consequences. Most notably, elves are currently locked. The only major deviation from actual gameplay mechanics is that you always crit on a 20, and fumble on a 1, and so does everyone else. No confirmation, no half-measures.
- If someone yells stop, taps out, goes limp, the night is over. The “Are We Having Fun Yet” Rule. If you’re not having fun and you’re not excited, something is wrong and needs fixing.
- Nights will go on as long as they have to. The “Bear Is Driving?” Rule. if you have to be somewhere at time X, please tell me at the start of play so I can cliffhanger your ass accordingly. It is you who will be the one escaping.
- If this is your first night, you have to fight. The “Let Me Dicksplain” Rule. New players will be dropped straight into the action. We will not slow down for you. But don’t worry, the current protagonist will explain everything.
- Every action has an equal and opposite reaction. The “Enough Rope” Rule. I say yes to almost everything and take great pleasure in doing so. What this really means is that you cannot get away clean from anything.
- In the absence of a net force, a body either is at rest or moves in a straight line with constant speed. The “I’m RIGHT HERE” Rule. I take notice of everything you do. It is not difficult. I am sat directly across from you. This cuts both ways though. If I’ve made a mistake, call me on it.
- If the entropy of each element in some (perfect) crystalline state be taken as zero at the absolute zero of temperature, every substance has a finite positive entropy; but at the absolute zero of temperature the entropy may become zero, and does so become in the case of perfect crystalline substances. The “Immovable Rod Is Immovable” Rule. An extension to rules 4 and 5. I will occasionally ask you to confirm a given course of action. Sometimes, I will ask you twice.
- No shirts, no shoes.