Difference between a house rule and a table rule is that house rules are about game-system modifications while table rules are the more meta-rules about how we as players approach the game.
Very few of these, because I don’t think we need many.
- Tone: Slightly more serious than normal, in that it’s not an adventuring party out to do acts of heroism but just a bunch of people trying to keep each other safe in an upside-down world where acts of heroism carry a lot more risk. So if a player is trying to do something serious with their character, save the detailed prediction of hilarious tentacle-related failure till they’re done.
- Know your spells: The Mage system can be very simple to play. It can also be as complicated as you want it to be. It gets complicated quickly if you’re going to start messing with modified spell factors, new improvised spells, and splat book material. If you’re going to do that, you need to know the rules for what you’re trying to do, and know where the rules are located so I can reference what you’re doing. Trying to look up how to do something complicated in the middle of play kills the mood and bogs down the session. Do something else and assume your character hasn’t learned that trick yet.
- Attendance: If possible, I’d rather run games with missing people than not run them at all, but if the plot is at a critical point that hinges on that character, we’ll take the week off.