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General Tabletop Discussion
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"Argument-Stopping Protocols" -- please advise!
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<blockquote data-quote="MNblockhead" data-source="post: 7947065" data-attributes="member: 6796661"><p>Pretty much agree with most of the posts above. I'm lucky to have a good group--we keep the drama in the game. Still, to keep things fun, I have a few simple rules:</p><p></p><p>1. No politics</p><p></p><p>Period. The US is so divided and I have some friends who have very strong and differing opinions on the politics. While we can argue heatedly about politics and remain friends, the game table is not the place for it.</p><p></p><p>2. I'll hear out arguments about rules but will make a decision and we move on</p><p></p><p>Actually this is not much of an issue. I rely on some of my players for the rules for less common situations and especially for spells. There are times where I may disagree with a players understanding of certain rules, but I'll hear them out, then I make a decision and we move on. I'll research it after the game and if I'm wrong, I let folks know that, but we almost never retcon. We just agree to adhere to the correct rule going forward. </p><p></p><p>3. If you take too long, you lose your turn in initiative</p><p></p><p>This is more from my players than me. I'm perhaps overly patient. But my players get very annoyed when people are not ready on their turn. It doesn't mean that that table never allows anyone time to look something or take a bit more time to determine what they will do, but it should not be frequent. If a player is clearly not ready I'll often just go next in initiative and come back to that player at the end of the initiative order.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7947065, member: 6796661"] Pretty much agree with most of the posts above. I'm lucky to have a good group--we keep the drama in the game. Still, to keep things fun, I have a few simple rules: 1. No politics Period. The US is so divided and I have some friends who have very strong and differing opinions on the politics. While we can argue heatedly about politics and remain friends, the game table is not the place for it. 2. I'll hear out arguments about rules but will make a decision and we move on Actually this is not much of an issue. I rely on some of my players for the rules for less common situations and especially for spells. There are times where I may disagree with a players understanding of certain rules, but I'll hear them out, then I make a decision and we move on. I'll research it after the game and if I'm wrong, I let folks know that, but we almost never retcon. We just agree to adhere to the correct rule going forward. 3. If you take too long, you lose your turn in initiative This is more from my players than me. I'm perhaps overly patient. But my players get very annoyed when people are not ready on their turn. It doesn't mean that that table never allows anyone time to look something or take a bit more time to determine what they will do, but it should not be frequent. If a player is clearly not ready I'll often just go next in initiative and come back to that player at the end of the initiative order. [/QUOTE]
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"Argument-Stopping Protocols" -- please advise!
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