iserith
Magic Wordsmith
The DMG has a section on Tables Rules, which it defines as rules for how the game is played at your particular table. When I run a game, I provide a list of these rules appropriate to the campaign in the campaign forum and make sure that all players have read and agreed to them prior to play. If they have objections, we can discuss them, but really they are quite straightforward. Some are just restatements of what is already in the rules of the games, but that I think is worth calling out specifically, especially given that some people I may play with are coming to the table with different experiences and expectations.
I find that this is frequently one of the things most of the people I play with take with them to their own games and I periodically review and refine them. This is what I have right now.
I find that this is frequently one of the things most of the people I play with take with them to their own games and I periodically review and refine them. This is what I have right now.
1. Remember the goals of play as stated in the rules: Everyone has a good time together and helps to create an exciting, memorable story. All choices you make at the table should be in service of these goals and no others.
2. Avoid lengthy debates by making use of the improvisational technique known as "Yes, and..." When hearing a serious idea or proposal from another player, accept the idea ("Yes...") then add to it ("...and..."). Try to find the good in it and think of ways it can work rather than ways it can't. Add to someone else's idea to make it better rather than deny it.
3. Describe what you want to do by stating a clear approach to a goal - what you do and what you hope to achieve by doing that. A question is not a statement of goal and approach, nor is asking to make an ability check or the like. Do not roll an ability check before you're asked to do so or an attack roll outside of initiative, unless prompted by the DM.
4. When the spotlight is on you, act immediately. Your turn is for acting, not for thinking about what to do.
5. You decide how your character thinks, acts, and talks. If you wish to inform your character's actions with your experience as a player, that is perfectly acceptable. You are reminded that "metagame thinking" can sometimes lead you to the wrong conclusions. Verifying your assumptions through action is smart play.
6. If, for some reason, you choose to attack or otherwise hinder another player character, the target of the attack or hindrance will get to decide whether it hits, misses, or dice are involved.
7. Be as charitable as possible when interpreting the words and actions of the DM and other players. At the same time, be mindful and courteous of others when choosing your words and actions. Please do not seek to offend or to be offended.
8. If we're playing online, use good microphone etiquette: Mute yourself if you have a lot of continuous background noise. Pay attention and respond promptly. Be understanding of interruptions due to lag or other issues. Try to avoid creating dead air.
Do you use a list of Table Rules like this? What are the sorts of standing rules at your table, either expressed or implied? (And here we're not really talking about house rules such as tweaks to mechanics or the like, but rather the sort of rules that represent what some people may call the "social contract.") Do any of your Table Rules change from game to game or group to group?