D&D 5E What are Your Table Rules?

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.

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?
 

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Doug McCrae

Legend
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.
This is really good. I've seen this as advice for GMs before, but never as advice for players.
 


Bitbrain

Lost in Dark Sun
Bitbrain’s Zeroth House Rule
Any modification or elimination of class/sub-class features, spells, and/or racial traits on my part MUST BE clearly detailed and explained DURING session 0.
An individual player can also request that a certain class be banned during session 0 (such as the Warlock), provided that everyone else at the table agrees to it.

Bitbrain’s First House Rule
This is a COOPERATIVE game, not a COMPETITIVE game.
NO PVP, and the DM is NOT the enemy of the PCs, or vice versa.
The only exception to this rule is during those rare occasions when we play Paranoia.

Bitbrain’s Second House Ruale
If the DM picks up the 5e Player’s Handbook and reads the disclaimer out loud, it means that whatever action you want to perform is literally the WORST POSSIBLE (but also most hilarious) action you can think of.

The Players’ First House Rule:
Absolutely DO NOT play any form of music while Bitbrain is DMing.
The poor guy literally won’t be able to focus on anything else, and will just sit there staring off into space, counting the notes with his fingers until someone takes pity on him and turns the music off.
 

The only 2 i have is dont be an ass, we are all here to have fun, dont ruin others fun. Work together.

The second is when i run. Everything beyond core is optional and subject to approval. Walk me through the item, why where its going or what it does.
 

Oofta

Legend
I have a few.
  1. Don't be, or play, a jerk.
  2. No evil characters, and no chaotic neutral characters that are really evil.
  3. Play a character that wants to be part of a team. You don't have to get along with everyone all the time, but don't play a loner that everyone hates.
  4. No PVP.
  5. Try to keep meta-game knowledge to a minimum. Don't crack open the MM during a session, yes you know you need fire to kill a troll and silver to hurt a lycanthrope. But that monster with tentacles growing out of their face? They've never been seen in this world before.
  6. If I'm wrong, let me know but we aren't going to argue about it during the game. I'll make a decision and we can discuss afterwards.
  7. If we're having a social interaction at the table and you say something snarky, your character said it. There's no "I didn't really say that" take backs.
  8. I'm pretty flexible when it comes to things like skill checks. It's okay if you just say "I use skill X", if it's not clear we'll clarify. However, if it's a social skill (persuasion, intimidate, etc) you need to tell me what you're saying and doing. Preferably we do it in character.
  9. To keep the game moving, feel free to roll multiple dice and do attack and damage at the same time. If you need more dice I have plenty. Use average damage if it's easier for you.
 

PabloM

Adventurer
Bitbrain’s Second House Ruale
If the DM picks up the 5e Player’s Handbook and reads the disclaimer out loud, it means that whatever action you want to perform is literally the WORST POSSIBLE (but also most hilarious) action you can think of.

Ha! You made me go to my bookshelf to look for the PHB and see what it said. I had forgotten, it is gloriously funny.
 

pogre

Legend
I'm a lot more lenient about #3:
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.
#8 is a non-factor because I only run face-to-face games.

The rest is right in line with our house "rules."

The key for me over the years is being picky about who plays at my table. I will have to think about putting the rules like these in black and white the next time I bring in some new people.
 

Hussar

Legend
With the exception of no evils, @Oofta's list looks pretty much like mine. Granted, we haven't had a new player at the table in a long time, so, it hasn't really been an issue. Our Session 0 is far less about table and play style stuff but rather more about the specific campaign.
 


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