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<blockquote data-quote="Celebrim" data-source="post: 5665411" data-attributes="member: 4937"><p>It's widely varied from group to group, but 'at my table':</p><p></p><p>1) It's understood that regardless of what character you want to play, your character will ultimately be loyal to the other party members and advance their interests. The easiest way to do this is to have everyone on the same team with the same general goals. Departure from this requires prior permission of the GM. If you have a story arc where you are betraying or working against the party members, you are responcible for making sure everything works out in the end. Intraparty conflict needs to be worked out OOC how they are going to handle it in a semi-consensual manner between the participants before it comes to the game.</p><p>2) You don't split the party to the extent that I'm forced to run multiple campaigns.</p><p>3) The game is basicly PG-13 rated. If we are veering into tough, obscene, or offensive material pull back, close the curtain, or move from explicit to suggestive. It's an adult game and should deal with serious themes, but it should handle them in an adult manner. Profanity should generally be confined to the most appropriate dramatic moments - "I want my father back you...", "Frankly, my dear, I don't give...", "Not my daughter you...". Characters with consistant foul language should find fantasy ways to express their coarseness.</p><p>4) Everything about your character (once approved) is yours. Everything about the setting is the GM's. Any violation of that should be through mutual collaboration.</p><p>5) The rules are flexible and belong to me. I'll try not to change them midsession and I'll try to warn you when a rule is on my watch list, but expect the rules to be tweaked slightly on a fairly regular basis.</p><p>6) Death sucks. Death happens. Try not to cry about it for more than 15 minutes or so. Everyone shares your pain, but the game has to go on.</p><p>7) Your character has lots of social skills. But you can't roll the dice until you've made some effort to role play sufficient for me to understand what your character does and what approach he is taking. Likewise, your character has lots of investigative skills, but you can't roll the dice until you explain what your character is doing and where.</p><p>8) If you don't record the treasure you find on your character sheet, its as if you've never found it. I won't keep track of your possessions for you.</p><p>9) Don't cheat. If you cheat, I'll cheat on the monsters behalf against you and targeting you by an equal amount. </p><p>10) In many cases to avoid passing metagame knowledge, the GM rolls for you. This includes all attempts to notice, percieve, and understand things and all saving throw type mechanics where their is not an obvious and immediately noticable threat or consequence of failure. The GM is allowed to roll in secret; you aren't. Just because the GM is allowed to roll in secret doesn't mean he will. Whenever the consequences are immediately obvious, I'm happy to roll in plain view and will always do so when the player's life is on the line.</p><p>11) We play at a table.</p><p>12) We use mini's only when absolutely necessary. It's not a board game. It's a game that should be occuring primarily in your imagination.</p><p>13) We pretty much only play when everyone can play. So show up if you don't want to be known as the guy that always keeps us from playing.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5665411, member: 4937"] It's widely varied from group to group, but 'at my table': 1) It's understood that regardless of what character you want to play, your character will ultimately be loyal to the other party members and advance their interests. The easiest way to do this is to have everyone on the same team with the same general goals. Departure from this requires prior permission of the GM. If you have a story arc where you are betraying or working against the party members, you are responcible for making sure everything works out in the end. Intraparty conflict needs to be worked out OOC how they are going to handle it in a semi-consensual manner between the participants before it comes to the game. 2) You don't split the party to the extent that I'm forced to run multiple campaigns. 3) The game is basicly PG-13 rated. If we are veering into tough, obscene, or offensive material pull back, close the curtain, or move from explicit to suggestive. It's an adult game and should deal with serious themes, but it should handle them in an adult manner. Profanity should generally be confined to the most appropriate dramatic moments - "I want my father back you...", "Frankly, my dear, I don't give...", "Not my daughter you...". Characters with consistant foul language should find fantasy ways to express their coarseness. 4) Everything about your character (once approved) is yours. Everything about the setting is the GM's. Any violation of that should be through mutual collaboration. 5) The rules are flexible and belong to me. I'll try not to change them midsession and I'll try to warn you when a rule is on my watch list, but expect the rules to be tweaked slightly on a fairly regular basis. 6) Death sucks. Death happens. Try not to cry about it for more than 15 minutes or so. Everyone shares your pain, but the game has to go on. 7) Your character has lots of social skills. But you can't roll the dice until you've made some effort to role play sufficient for me to understand what your character does and what approach he is taking. Likewise, your character has lots of investigative skills, but you can't roll the dice until you explain what your character is doing and where. 8) If you don't record the treasure you find on your character sheet, its as if you've never found it. I won't keep track of your possessions for you. 9) Don't cheat. If you cheat, I'll cheat on the monsters behalf against you and targeting you by an equal amount. 10) In many cases to avoid passing metagame knowledge, the GM rolls for you. This includes all attempts to notice, percieve, and understand things and all saving throw type mechanics where their is not an obvious and immediately noticable threat or consequence of failure. The GM is allowed to roll in secret; you aren't. Just because the GM is allowed to roll in secret doesn't mean he will. Whenever the consequences are immediately obvious, I'm happy to roll in plain view and will always do so when the player's life is on the line. 11) We play at a table. 12) We use mini's only when absolutely necessary. It's not a board game. It's a game that should be occuring primarily in your imagination. 13) We pretty much only play when everyone can play. So show up if you don't want to be known as the guy that always keeps us from playing. [/QUOTE]
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