Grandma MD’s D12 Rules for Mannerly Living

The New Book of EtiquetteEver since I can remember, my paternal grandparents have been a ready font of etiquette, protocol, and just plain good manners. Some of their rules were customs I've been exposed to in other social situations, while others seem to be created with the sole purpose of vexing various family members. This trend shouldn't be surprising, however; where cultures were once singularly and rigidly defined, today's society is a true melting pot of traditions. Some of them have a firm historical basis; that is to say that they originally had a plain and sound reasoning behind them. Yet others seem peculiar to a particular region or country, and pose unique challenges to those unaccustomed with their rules.

Previous Intwischa posts have dealt with the subject of superstitions, but the following list is more than that. While some superstitions can take root in the general public, the traditions and customs of a culture that follow can influence the conduct and thinking of an entire nation. They affect a person's behavior whether they're at home or abroad. More importantly, they can add dimension and personality to a player's character, or even an entire realm or race.

Coincidentally, they all happen to hold the distinction of being my grandmother's hard and fast rules for conducting one's self properly in civilized society. Feel free to apply them to your current or future campaign, and know that in doing so you'll be protecting my status as favored grandson. I will even say "Thank you" in advance, as it is only polite.

Roll a D12 to determine the social custom that applies to your character/character's culture.

Table Manners (1)

The character has impeccable etiquette at every meal. Whether it be using the proper utensils, keeping their elbows off the table, or waiting for the host to drink or toast before swilling their beverage, this character is always a welcome guest.

Effect: The character gains a temporary +1 morale bonus to their Charisma ability modifier while they are dining.

Family Lineage (2)

This character has strong family ties, and can trace their bloodline back for several generations. They take great pride in reciting the names of honored ancestors, and in honoring those who have gone before.

Effect: The character gains a temporary +1 morale bonus to their Wisdom ability modifier when engaged in a social exchange or encounter.

Dress for Success (3)

By employing the proper wardrobe or utilizing cultural dress, this character can make the perfect first impression.

Effect: The character gains a +2 bonus to their Initiative; this bonus is lost if the character disrobes or has their clothes soiled.

Cheerful Giver (4)

This character considers it a great offense to arrive at a social event or meeting without offering a gift. As a result, the character will always bring something to offer his host, and will respond with indignation should his host fail to offer one in return.

Effect: This offense takes the form of a -1 modifier to the character's Charisma ability modifier; this penalty lasts until the offense is reconciled.

Stiff Upper Lip (5)

The character does not react visibly to off-color humor or emotional stimuli, but rather maintains a stoic façade even when confronted with crippling grief or ribald hilarity.

Effect: The character gains a +1 morale bonus to their Constitution ability modifier; this bonus is lost if the character reacts violently to any emotional stimulus (whether voluntarily or compelled).

Mind Your Business (6)

Believing that an individual's thoughts should remain private, this character will only speak to make polite conversation. This protection of their inner thoughts may even continue in the face of direct questioning.

Effect: The character gains a +1 morale bonus to their Intelligence ability modifier; this bonus is lost if they confide any personal information in someone outside of their immediate family.

Keep the Rituals (7)

Traditions and ceremonies hold great sway for this character. The holidays and customs of his youth are carefully attended to, even when outside of his homeland.

Effect: So long as the character faithfully keeps the observances of his culture, he is especially resistant to suggestion. If he is ever compelled to act against his will, this character may re-roll any appropriate saves or defensive throws to resist such a condition. He must, however, accept the second result.

Song is Sacred (8)

This character believes that music in any form is a very personal and spiritual expression of one's self. As such, they will not hum, whistle, or sing in front of others. In addition, they find it vulgar for others to do so.

Effect: If confronted with a public display of musicality, this character will suffer a -1 modifier to their Wisdom ability score as they become distracted and enraged at the offense.

Never Kill a Spider (9)

A certain animal, bird, or insect is revered by this character's culture; as such, the killing of such an animal is considered taboo. The destruction of such a creature is considered to bring about calamity and misfortune.

Effect: At character creation, choose a specific type of native creature that is revered by this character's culture. If the character witnesses the destruction of any species of the particular creature, they automatically take D12 damage.

Respect Your Elders (10)

This character's culture venerates the eldest members of its society, and shows them respect and deference above any other group. Their wisdom and council is ignored at one's own peril.

Effect: This character gains a +1 morale bonus to their Wisdom ability modifier, so long as they obey without question the requests, orders, or general commands of friendly characters (player controlled or otherwise) that are older than them.

Hospitality to All (11)

It is said in this character's homeland that all who show kindness to a stranger are shown kindness in return. As such, this character will always share whatever they have- be it little or luxury- with anyone who asks.

Effect: So long as this character shows generosity to others, in accordance with their customs, they require 50% of the food and rest that other characters do.

Your Word is Your Bond (12)

This character believes that any oath or promise that is spoken is binding and absolute. This resolution lends a power to their words that others find most admirable.

Effect: This character receives a +1 morale bonus to their Strength ability modifier, so long as they do not tell a lie or break a vow made to another being.


Does your family have some customs that you find unique within your group? Have you ever translated a personal belief into a character's code of conduct? Are you thinking that #6 above is appropriate right now, given all these personal questions? It is customary to tell everyone in the Comments.

One Response to Grandma MD’s D12 Rules for Mannerly Living

  1. Lets not forget some of the more colorful habits of our dear loved ones. Here’s a few from mine.

    I present the ‘Family is as family does’ D6 addendum. You can figure out the effects as suits your game…

    1) Assumed familiarity (minor): this can range from never using anyones ‘proper’ name to telling any you meet your life (and family’s) history is as much detail as they will allow… and then for a few more minutes.

    2)Assumed familiarity (major): This not just the refusal to not call anyone by their proper name, but the habit of calling anyone you meet by either pet names (champ/junior/booster/zippy/tiger/sport) or playful derogitry ones (shithead). Alternetly this could be “She’s a hugger”.

    3)Song is sacred: My maternal grandma loves to sing. Any song that is in her head anywhere she is. And while it may be endearing when a grandmotherly type does it, your barbarian belting out his favorite bawdy tune oblivious of the passing royalty might not be.

    4) The Shrek rule (better out than in): Self explanitory I assume.

    5) Everybody poops/TMI: You’re old friends (even if you’ve just met) so why would you feel ashamed to let em know what certain cheeses do to your digestive system or the state of your inflamed big toe?

    6) The dirty joke: In my family, the kids are not allowed to curse. OK, the little kids are not allowed to, the older ones gradually ease into it. A few minor slips at a time or a dirty joke here or there. This is how it was for me as well, but not all families are the same. And sometimes kids say the darndest things…