Jd Smith1
Hero
This came up in another thread, but I didn't want to drift the topic, so I thought I would start a new thread.
For face-to-face groups, what are your dos and don'ts for new players? What do you look for, who do you avoid or seek, what standards do you apply?
My current group is a bit older than average; the core members have been gaming weekly with me since 2002. We tend to be vulgar, abrasive, and incorrect. As roleplayers, the players are motivated by petty-mindedness, spite, greed, and illogical reactions to random NPCs; this cuts across all settings.
Our recruitment standards are, in no particular order:
1) Be male. The reason for this is that back in the 80s when I was dating my wife, she joined my gaming group, her only tabletop RPG experience. From that experience, she carried away the conviction that gaming was a means to meet women. So when we relocated to our current location, and eventually I formed another group (in 2002) she vetoed female participation. I haven't bothered to check if the ban is still in effect because we've never had a female gamer inquire.
2) Be on time. If you are going to be late or can't make it, let me know in advance.
3) Be involved. No experience is required, but if you can't be bothered to do a little between-session reading to learn the rules and basic setting data, we don't need you.
4) Have a thick skin. Most of us are veterans, and everyone is from a career field that caters to the terminally insensitive. Our sense of humor is vulgar and abusive.
5) No alcohol at the table.
6) There is only one GM. The GM never changes. All hail the GM.
7) Have a laptop. We use a VTT.
8) Bathe before each game. You wouldn't think in this day and age this would be an issue, but it has been. Briefly, at least.
9) No PvP, no stealing from PCs or party. You can bad-mouth the party leader, but you must follow orders. You can talk smack about players and PCs, but no harming the latter.
10) The party leader changes every campaign. You will have to take your turn. Griping about having to do it is expected.
11) Work together; if the group dies, they die as a team. Recriminations are acceptable, whining is not.
12) Arguing about events that happened in a different campaign eight years ago is acceptable in moderation.
For face-to-face groups, what are your dos and don'ts for new players? What do you look for, who do you avoid or seek, what standards do you apply?
My current group is a bit older than average; the core members have been gaming weekly with me since 2002. We tend to be vulgar, abrasive, and incorrect. As roleplayers, the players are motivated by petty-mindedness, spite, greed, and illogical reactions to random NPCs; this cuts across all settings.
Our recruitment standards are, in no particular order:
1) Be male. The reason for this is that back in the 80s when I was dating my wife, she joined my gaming group, her only tabletop RPG experience. From that experience, she carried away the conviction that gaming was a means to meet women. So when we relocated to our current location, and eventually I formed another group (in 2002) she vetoed female participation. I haven't bothered to check if the ban is still in effect because we've never had a female gamer inquire.
2) Be on time. If you are going to be late or can't make it, let me know in advance.
3) Be involved. No experience is required, but if you can't be bothered to do a little between-session reading to learn the rules and basic setting data, we don't need you.
4) Have a thick skin. Most of us are veterans, and everyone is from a career field that caters to the terminally insensitive. Our sense of humor is vulgar and abusive.
5) No alcohol at the table.
6) There is only one GM. The GM never changes. All hail the GM.
7) Have a laptop. We use a VTT.
8) Bathe before each game. You wouldn't think in this day and age this would be an issue, but it has been. Briefly, at least.
9) No PvP, no stealing from PCs or party. You can bad-mouth the party leader, but you must follow orders. You can talk smack about players and PCs, but no harming the latter.
10) The party leader changes every campaign. You will have to take your turn. Griping about having to do it is expected.
11) Work together; if the group dies, they die as a team. Recriminations are acceptable, whining is not.
12) Arguing about events that happened in a different campaign eight years ago is acceptable in moderation.