All House Games follow the same basic formula
- All Games must conclude in one night
- Minimum of 2 players (Vets excepted)
- Anyone may run a House Game, and everyone who plays should at some point.
- A Tribunal of GMs may declare any Game or Event "Void" if required
A Character who is invited to participate in a House Game typically has the option of refusing. Ideally this won't happen, and GMs should strive to make their introductions enticing. In the event the Character cannot be induced to play, he sits that game out.
If he accepts, he is brought to the location the game is set, typically meeting the other players (a number that can include NPCs) at the "starting point". Depending on the nature of the game, he is instructed in whatever details are deemed relevant and set on his way. Early games are usually straightforward, while later games can have all sorts of complications attached. Most early scenarios are "closed" to outside influence (the "House" in House Games), requiring the Characters to overcome the scenario without interference. The most standard types of House Games operate as follows.
Bug Hunt: Just what it sounds like. Find & Neutralize the monster. This sort of game strongly favors fighter types, but can be cast in numerous layers of subtlety. These games tend to be the most predictable.
Puzzles: These games involve a variety of riddles and complex problem solving. Clearly favoring the cerebral Characters, at no point should Players be allowed to simply "roll" a solution. Investigative rolls and skills should provide clues, not answers. For obvious reasons, these games can be frustrating, but also very rewarding when solved.
Puzzle Shooter: The combination of the above two styles, these games tend to run like the first Resident Evil: A combination of Antagonists and Problem Solving that ultimately leads to the finale. These games are undeniably the best, in spite of the difficulty producing them.
Life of the Party: These games revolve around social interactions that require charm and wit for characters to get themselves out of sticky situations. Again, characters should not be allowed to "roll" their way out of situations, but with a high persuasion roll they should be presented with what makes the target tick. Likewise, if a character hasn't taken social stats but role plays their way through a situation brilliantly they should be required to make an appropriate roll to see if their character can come up with such a perfect response. These games favor social characters and failure almost always ends in a pretty nasty fight. This type of game is great for chatty gamers, and it gives many great opportunities for character development.
Obstacle Course: Simple and often brutal, these games send the characters through a series traps, tests, and challenges with the objective of surviving to reach the goal. They are best when used sparingly, as a series of death traps and little in the way of flexibility can wear on players when used too often, yet be refreshingly straight forward after a several more cerebral games.
Complications: You can stir up the normal House Game by adding other elements such as the following
- Time Limit: Characters only have a set time to achieve specific goals, or they lose.
- Hostages: An NPC must be safely retrieved or brought along to be successful
- Open Door: The Game takes place in a public setting, local Institutions may help or hinder
- Rivalry: Individual Characters have different, or even opposing Goals. Alternately, a Rival Team may be after the same goal.
- Highlander: Only one Character can win.





