Conduct Guidelines around the Table

nimisgod

LEW Judge
Hello all,

Some time ago, I had read about different gaming groups having their own "social contract" or at least, code of conduct.

I'm going to be starting a new campaign with a few friends/strangers whose only connection to each other is myself and love of the hobby (or a desire to try it out in two cases).

In my brainstorming time, I've written up a few guidelines to facilitate good will around the gaming table and to head off any unwanted PvP conflicts before it even begins.

Now, I think that the GM is not solely responsible for keeping a social armistice, but I think that taking the effort to write up some guidelines/rules of behavior pre-game is better than having to deal with conduct problems in-game.

Along with the guidelines, I also added some personal preferences I have as a GM as well as in-game expectations.

Without further ado, here's my list o' guidelines for your viewing and commenting pleasure:

  • Treat the other players with respect. This includes asking permission before engaging in PvP arguments/conflicts. That said, the GM encourages sanctioned intra-party conflict, especially if its entertaining.
  • We're not all trained in acting or theatre but as much as possible, try to remain in character.
  • The GM likes to get the rules right, so feel free to correct him if and when doing so is not detrimental to the story's flow. However, once he makes a decision, his word is final.
  • The players have the right to ask the GM to tone things down if he gets too graphic. They also have the right to tell him their preferences as players.
  • Not everyone likes a chatterbox, but no one likes a lone wolf. Be social.
  • The Players have a right to try to ravoid fights that they think aren't worth it or are impossible to win.
  • Everyone deserves time in the limelight but don't be a glory hog. It's not always about you all the time. Likewise, don't be a treasure hog.
  • Player Characters can die. It's part of the game. Keep that risk in mind and be prepared for it happening.
  • Know your character, as a person and as an avatar. This means knowing his motivations and mannerism. But it also includes knowing his strengths and abilities. Be decisive and keep combat flowing.

I would really appreciate it if comments and suggestions were given :) Thanks in advance!

*I tried wording them in a positive manner rather than a bunch of "thou shalt nots". Does anyone think that it is better this way?

** For clarity's sake, my players and I are of college age (20-24).
 

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I think this is something I would informally talk about rather than distribute to my players. These kinds of things have an air of formality which can be kind of off-setting, especially if you have new players. The concepts are spot-on, however. I would just be real careful about coming off as overly stern.
 

Here are the RPGA guidelines for ethical play for the Living Greyhawk campaign. You can mine it for ideas. I advise that you specify what your players can expect from you along with what you expect from your players.
Guidelines for Ethical Play

In the LIVING GREYHAWK campaign, we expect that you conduct yourself in a manner suitable to group cooperation and group enjoyment. Specifically,

Players
  • Contribute to the fun of the whole group when playing. Don't play in a style that detracts from the fun of the game.
  • Play fairly and honestly.
  • Be considerate of others, and their right to enjoy the game as much as you do.
  • Follow the spirit of the rules, as well as the letter of the rules.
  • Respect the decision of your DM; he or she is the game judge and uses the D&D rules to decide the effects of your character's actions and NPC's actions.
Game Masters
  • It is your job to run the game. You are not playing against the players; you are challenging them. Presenting a funn D&D experience is your top priority.
  • All players should be treated equally and equitably, by you and by other players.
  • Run games in a professional manner. Remember, you represent the RPGA and the campaign to your players.
  • Abide by the expectations that apply to the players.
 

1.Hygiene: I fully believe that some people are not aware of their own odor. They’re used to it. It’s ingrained in them. Others may feel that their stink is from working a ‘real’ job for nine hours a day and that it’s their right to smell bad. You are in a social context with other people. Take a shower and use soap. On the same hand as hygiene, do no pick your ears at the table. Do not pick your nose at the table. No one wants to see if. If your nose itches to the point where it must be scratched from the inside, excuse yourself from the table and take care of your business. After that, come back to the table relaxed and ready to play. Any movement to your face should be to brush some stray hair out of your eyes or remove excess ketchup.

2. Time: Most games consist of more than one person. Each person is putting themselves into a social contract and agreeing with the other gamers to show up at a certain location at a certain time. Some game masters will not start the game without all of the players being there if he thinks that everyone is coming and that everyone will be one time.

Respect their time and be prompt. If you cannot for real reasons, such as traffic jams or mandatory overtime at work, call your gaming group and let them know. As we continue to move forward and swinging a dead cat will net you a free cell telephone, there should be no reason why you cannot inform your gaming group of your tardiness. On the same hand, if you’re going to miss a game, try to let the other players, and especially the game master, as far ahead of time as possible. Many pregenerated adventures are written with a specific number of characters in mind and the game masters will have to make changes to the material if you’re not going to be there. This is often easier to do when the game master isn’t doing it on the fly.

3. Food: The host is kind enough to provide a place to play. Don't expect them to feed you. Bring your own food. And be sure to follow standard food etiquette. For example, let’s make sure that no one has to quote the television show Seinfield with the double dipping of chips or other foodstuffs. Common sense should apply here. Don’t pick up someone else’s drink and partake of it without their permission. Don’t help yourself to any food in the kitchen or refrigerator. On the same hand, think actively about food breaks. Even if you’re not eating, it’s a good idea before the game to discuss if there will be any food breaks. The GM doesn’t want to hear your concerns about what’s on the pizza when the group is in the middle of combat.

In a similar vein, the host’s house is not your garbage can. Do not leave cast off paper and plastic bags laying around for the game master or host to pick up. If you spill soda or drop food on the flood, clean it up. The host is allowing you to play at his house, don’t make him regret it.It is not their job.

4. Focus: Leave the game boy, i-pod, or latest Maxium in the car. First off, this is rude to the group. If you’re not paying attention to what’s going on, most often, like most people, you’ll ask, “What’s going on.” This requires others to inform you of what’s happening at the group’s expense. Second, it’s rude to the game master. The GM wants you to be a part of the setting. While you’re not expected to have a one on one interaction with the GM, you should know what’s going on. Listen to what's going on. Be an active listener.

5. Act: Don't get caught looking out the window when it's your turn to go. You should be following events and know what action you're going to take when it's your turn. This means that you should know what you’re facing. You should know what action you’re taking. You should know all the modifiers that are going to apply to your action, save for ad hoc ones, ahead of time. The GM should ask what you’re doing and you should reply and roll the dice.

6. Supplies: Just like food, no one else is responsible for your supplies. This often includes mundane things like the miraculous pencil and paper, but often into the strange and exotic world of dice and role playing books. Paper and pencils are inexpensive. In terms of dice, you should have at least one whole set of dice and something to hold your dice in. In terms of role playing books, you should at least have the core role playing book. Remember, no one is responsible for letting you borrow their books to check out the latest options. If you are interested in the game, show that interest by supporting the hobby.

7. Stealing: Yes, it shouldn't have to be stated but 'borrowing' your friends books, CD's, or DVDs without them knowing is... yes, it's called stealing. If you can't be bothered to ask to borrow it because you don't return stuff in the first place... please send me your name and photograph so I can start a database of RPG deadbeats.

8. Basic Education: If you are unable to read and cannot perform standard math, like say addition, get that education before attempting to role play. While your mother may be very proud of your ability to add 2 + 3 to equal 6, the rest of us are here to game. In the same vein, have all of your information about your character organized so that all bonuses are accounted for and that it’s easy for the game master to check out your character sheet for errors.

Your character sheet should enable you to look at your total modifier and roll the dice. There should never be an instance where the other players are waiting for you to add up your different bonuses because ‘you have a system’. The numbers all equal out in the end regardless of where they’re at. Having them in one spot is quicker. End of story.

In keeping with that model, if you use a lot of spells or items to augment your character, you should have a separate sheet keeping those totals listed somewhere so that you can flip to it. Number them or otherwise organize them so that you know what happens when you use Power Attack while under the effects of a Bullstrength Spell.

9. Cheating: Hey, we have this thing called the computer. We have this other thing called the console. Both of those mediums will allow you to survive with all of the power you want. Heck, if you die in them, it’s easy enough to revert to a save place and start again. We play paper RPGs, at least in theory, to have fun with some of the 'uncontrollable' events and forces of the world. The uncertainty is the joy. The lack of a sure win is the difference. The inability to go back to a save point in the game is the fun. Knocking your d20 over from a 1 to an 18 does not make you cool or a hero. It makes you a cheater.

10. Social Graces: When the game starts, shut the hell up. Sure, Carnivale and Samurai Jack are great and man, Amazon does have some great sales on Fox season one DVDs but hey, we have this thing called weekdays and e-mail for that.

In this same vein, the group is not there for you to be their point man for events of the world. If you’re religious or political views will only allow you to play with others who enjoy those views, then do so. Do not go into someone else’s house and someone else’s game to teach them the error of their ways. No one is there to hear about how the Republicans are screwing over the poor working man, nor are they there to hear about Democrats trying to liberate the ocean. They are there to roll dice.

In a similar manner, if no one wants to talk about politics, shut up about how much you hate candidate X or Y. Some of these matters are delicate subjects and are not meant for casual gamer talk. If you find yourself a crusader of abortion rights and want to spread the gospel to your gaming friends, do not be upset when they throw your ass out the door.

When dealing with clothes, remember, not everyone shares your taste. For example, if it’s summer and you’re hot and sweaty, chances are no one wants you to take your shirt off. Now if you’re a supermodel or something, heck, you shouldn’t be role playing, but that’s another story.

Nose Picking is another thing to leave at home. It’s something that you shouldn’t do. There are no good reasons for picking your nose at the gaming table. Heck, there probably aren’t any good reasons for picking your nose in the first place but if you’re going to, do it where no one can see you. And if no one is letting you borrow dice or read their books, it might be because of the Nose Picking.
11. Respect: If someone doesn’t want you to touch their dice, that’s their business. Sure, it may be weird, but what is the problem with just respecting their authority. True Story: One time a friend wanted to look at some one’s limited print Dune book. Said friend said, “No, it’s a limited edition book. I can’t replace it and it’s worth about a hundred bones. Leave it alone.” Guy goes into the kitchen, comes back, and yes, dumb ass is reading his book. Dude rips it out of his hands and right there on the page, grease stains from pizza filled hands. It’s just easier to respect other people’s wishes. Your desires, at least as far as they infringe upon other people’s possessions, is worthless.

Note, that even if you’re “cool” with other people touching, borrowing or accidentally messing up your own goods, do not expect the same courtesy. If you left John borrows the Complete Book of Weapons and Powers and he won’t let you use his dice, that’s John’s business, not yours. You may either not let John use your books in the future, or note, “John’s weird.” Respect his wishes.

12. Rules are Optional: Yes, even the core rules in your favorite book are not the be all and end all. If the GM states, "House-Rule", all of the hand waving and pointing at the 'official' source will not avail you. This is not to say that you let the GM :):):):) all over you. If the GM has many house rules and does not have them written down, you should have anger. This is no longer a game, it’s the Game Master running roughhouse over you.

13. Rules knowledge: Some games are more complicated than others. You may not like a particular game and feel that it’s everyone else’s job to help you along. You may find yourself asking if there’s a Thaco involved with the D20 system or if you have to make a Save vs. Poison instead of a Fortitude Save.

No one is saying that you need to memorize all the rules. You should however, know what every ability and skill your character has, can do. If your memory is poor, try putting important elements on index cards and keep those with you. You want to minimize the amount of book flipping at a table. This is often appropriate for spells in the d20 system as they have different elements to keep track of, but it can work great for games that use numerous charts to determine what happens on a dice roll. Ask the GM if it’s okay if you have a copy of the chart so that you can determine what happens when rolling instead of putting all the effort into the GM’s lap.

14. Player Interaction: Unless you’re the GM, don’t tell another player how to role play their character. Heck, even if you’re the GM, unless you have a very good reason for doing so, you should probably not tell the character how to roleplay his character. It’s okay to talk about how the character may feel the effects of magical free, but unless there is some other magical compulsion, talking about how the character has wet himself and is crying for his mother curled up in the fetal position, is a bad thing.

In addition, don’t worry about other player’s dice rolls. If the GM isn’t worried about it, don’t burden yourself with it. The GM is the final arbiter of the game and he’ll take care of it if there’s a problem. Now if you can’t keep it to yourself, don’t interrupt game play with questions about how a character hit a certain target number or how he got that many successes. Instead, ask the GM if he’s comfortable with the way things are going. If he is, and everyone else is, it’s your problem, not the groups. If you can’t deal with it, it’s time to leave the group.


GM TYPES
The Storyteller - A strong focus on creating a coherent story. The players take over the roles of the main characters of the story and follow a rough plot outline as laid out by the Storyteller. PC subplots are encouraged, although the main plot usually takes precedence over the character's development.
Characters that round out the group's abilities are encouraged.

The Narrator - Similar to the Storyteller, with a slight difference. The characters are supposed to forward the main plot on their own, that is the Narrator will set-up a situation and expects the players to send the plot into whatever direction they fancy. PC subplots are center-stage to this kind of game, and the traditional "main plot" is just a slight diversion from what the PCs do.
The personality of PCs and the ability to provide and develop plot hooks is very important, their abilities are often secondary.

The Game Master - A very strong focus on challenges and problem-solving. This is, in some ways, the traditional GM. The Game Master will create challenges and problems for the characters as finely tuned to the character's abilities as possible. An overarching story and personal sub-plots can add to the game, but aren't necessary. In fact such a game can easily be just as much fun without them. Games like Dungeons & Dragons are designed with the Game Master in mind.

Armchair Historian or Expert

The Expert has a particular branch of knowledge lodged deep in his brain. On one hand, this makes him an excellent resource for recreating a specific era of handling a specific issue. She often displays a great grasp on many issues ranging from the clothing and events of the time, to specific events and people that made the era noteworthy.

On the other, you must be wary of the GM punishing you. The first of these is putting them on the spot. A historian doesn't like to be proven wrong in front of others. If the GM sets tells you ahead of time that he’s going to recreate a specific point in history and that it’s going to follow history as much as possible, outside of the actions of your character and your knowledge of that time period states that X and Y did not happen, bring it up to the game master after the game. No one is going to award you a price for showing up the game master and displaying a greater amount of armchair history. Two, not knowing anything. The GM may have handouts and specific miniatures and various props but he may become irate if you ignore all of that to "Kill the Duke's Son in front of the family." so to speak.

Puzzlemaster a GM whose main goal in the game is to challenge the players with puzzles. These can be as simple as discovering the answer to a riddle, or as complex as uncovering the truth about aliens via X-Files. Combat and social situations will put the character to the puzzle and then focus on providing the character with pieces of the answer. Put the main focus on challenges that the players need to solve through their characters, as opposed to the Game Master who develops his challenges entirely to fit the character's abilities.
This kind of GM appreciates characters whose abilities roughly resemble that of the player.

"Because this is a group activity and not solitare, your character background should include at least three hooks that the GM can use to introduce you to the other characters. This can include friends growing up, social peers, professional peers or the five step rule where it's a friend of a friend. If you enjoy the Wolverine Comic and want to recreate that type of character, note that there are actually a number of 'Wolverine's' as he's also been a member of the X-men and will soon be joining the Avengers. Note in these situations while still a 'bad ass', he's also more socialable and more of a team player with friends and comrades he respects and works to protect."



Conflict between characters, because it actually makes sense for their differing philosophies to clash, makes good drama. Provided the players are mature about it, and are actually having fun with it.

Conflict between players, which is acted out by proxy through their characters is just stupid.
 

Here are some gaming group guidelines (specifically related to how the group functions, not how the game is run) I've found in an attempt to lend some structure to my group. They seem a bit overly formal... I haven't casualised them ;-) so YMMV.
Selecting players


  • Players may not invite non-players into the game without the prior unanimous consent of the other players in the group.
  • If a player wishes to nominate someone to join the group, the other players in the group will discuss the matter, and upon their unanimous decision, invite the new player or not.
Scheduling sessions


  • Sessions will be held on a regular, pre-determined schedule.
  • Alterations to the schedule should be agreed upon by a majority of the group no less than one week before the session to be changed.
  • Players will be notified in advance by e-mail of all sessions and any plans to alter the schedule.
  • Sessions will be held even if one or more players don’t show up, except through the agreement by a majority of those who show up.
Specific behaviours deemed unacceptable


  • Players must show basic politeness to the host(s) and everyone else in attendance.
  • Players must not show up drunk or under the influence of other substances.
  • Players should make an effort to show up on time to as many sessions as possible.
  • If the conduct of a player is routinely disruptive or unacceptable, the other players will discuss the matter, and upon their unanimous decision, ask the player to change his or her conduct or to leave the group.
ironregime

 


It's a work in progress. :p

Part of it is stuff I've cribbed from RPG.net and other sources and parts that I just decided to run with. One day I'll expand upon it and edit it to reduce redundancy.
 


From my own campaign guidelines document:

DM General Rules:

· The DM is the final arbiter of the rules. This is an old, but good rule. It doesn’t mean I know all the rules. Merely that I have to make the final decision, and the players must abide by it. It is fair for the DM to listen to a counter-proposal to a ruling. However, it should not be prolonged, and once the DM has listened, and pondered, a decision should be made and accepted, so the game can move on.

· A ruling made is a ruling played. Once a ruling is made, it holds true in the immediate sense. If after the game, a better ruling is found, future rulings will be made from that. Limitations and the like will be repealed, etc. However, events will always hold, so a dead character always remains so.

· The DM can cheat to make the game proceed. Let’s face it, all DM’s break the rules. As long as it is in the best interests of the game, most players won’t mind. Sometimes a die roll needs to be fudged, or a villain padded to make a proper challenge.

· The DM will try to follow all the rules. I’ve read all the core rules. However, I don’t have the same amount of time or energy to devote to perfect recall. If in doubt, I’ll ask my players, or make it up. Don’t lose sleep over it.

· When the DM says “No,” he means it. I’ve noticed a trend in myself. If somebody asks something of me, and I say “no,” I tend to resent being asked again repeatedly. You’re better off asking once, and letting me mull it over on my own. You never know when I’ll change my mind. Just don’t try to do it for me.

· As a general rule, I will keep this document updated with any house rules we might develop in the game.

· I will always try to pick a schedule that keeps all the players in the game. I hate running a game where players are missing or left out. That means I have to NPC-tize them or have their character left out of the story. This can screw up my story or make it harder for the other players. So, I try to collect as much player schedule info as possible and I try to post my game dates as far in advance as possible. I expect players to treat my games as just as important an event as any other.

· I reserve the right to allow any player I choose. It is my game, and only I can decide who would be a good addition to the game.

· I reserve the right to drop any player from my game. I do not do so without good reason. However, I will drop any player that is disruptive, misses games consistently or does something else that makes me not want to play with them.

· The DM will try to adhere to these guidelines. I’m not perfect, but I’ll try to run a good and fair game.





Player Guidelines:

· Outside of your gaming group, nobody cares about what your character did. It is a reasonably true statement, that most people would rather talk about their character than listen to what yours did. With that in mind, I’ll be using my character as an example, so you get the point.

· Write a paragraph detailing your character. Answer the following questions: Who raised me? Who trained me? Who are a few friends, relatives or acquaintances? Why am I going out to adventure right now? Where am I from? Don’t answer much more than that, because if you died in the first adventure, you would have wasted the ink. My most significant character, Janx, was developed with just a paragraph. I had enough to go on for the first few games.

· Don’t develop fantastic histories in the beginning. The early games will have less to do with your character anyway. The DM will be more comfortable adding backstory to your character after many more games. As Janx’s adventures developed, his life and homeland was developed. At first in adventures, then in stories that I wrote. I only got away with creating new places and characters by waiting, and adding significant and plausible ideas.

· Avoid bizarre characters at the beginning of the campaign. In the beginning, the campaign needs solid, stable, normal character types. As the game progresses, the play style and game world is developed where the DM will be more likely to accept a drow paladin. When Janx started (you’re going to be sick of that goody-two-shoes soon), he was just a Elven Fighter/Thief/Mage. As the campaign developed (and the Elf handbook was published) he was defined as a Ti’Liosa (Grey Elf). Real years later, lizardman PCs, dragon characters and horsemen were allowed. The way was paved, however, by the players creating a history and familiarity that made such oddities plausible and comfortable.

· Players with spellcaster characters should always have a printed copy of the spell texts their character can use. That would mean they should own and bring a Players Handbook and other needed texts, or they should copy and print their own custom “spellbook.” This makes it easier for the DM and other players because that player can look up whatever spell rules they need without interupting the game.

· Don’t talk when someone else is talking. And if the DM is talking, definitely don’t talk. I can’t hear very well. I definitely can’t hear two people talking at me. It sounds silly, but if you want to do something, and I’m dealing with another player, raise your hand. I’ll get to you, since I can clearly see you have something to say. If your action is intended to interrupt another player (for whatever in-game reason), adding a frantic wave might help. In general though, if the DM is dealing with one character, just wait your turn. It might be hard for the DM to know when to switch, so holding your arm in the air and acting like it is about to fall off ought to signal the DM to switch. It is certainly more polite than talking over another player who may be playing an important scene.

· The spotlight is something most players want. As a DM, I try to shine it around. Sometimes, a character or scene develops that favors it. Don’t get jealous, just wait your turn, or try to add to it. It is better to add to a scene or support a primary character in the scene than to steal the scene. You’ll get your chance later, especially as you find other ways to expand your character in the game. A good clue is to develop a character that seems real, and appeals to the DM. If the DM has no interest in gnomes or gnomish culture, that might be a harder route to try.

· Take the game and character seriously. A character played in jest makes the game a joke. Funny things happen. They are usually funniest when they are unexpected and surrounded by seriousness.

· Say what your character would say. In general, try to play in character. It won’t be perfect, and it won’t always happen. However, you’ll have a more believable character than if you mix real-world discussion and talk into the game. You don’t need a fake accent to do this. Merely say what your character would say, and avoid talking in modern vernacular or discussing out of game topics.

· There’s no such thing as a sucky character. Well, this is actually one of those lies perpetuated by DMs who are trying to cheer up players with sucky characters. Seriously, the DM is the final judge. Most characters suck because the players gave up on them. If you rolled badly, the rules and the DM will decide when you get to reroll. Until then, it is the players challenge to take whatever the dice, fates, and world has given him. To put it in another light, if you had bad stats and think life is rough, imagine what happens to the player who rolled all 18’s. Superman will constantly be tripping over kryptonite.

· Players have an obligation to keep the GM apprised of their schedule and any changes. It is their duty to check the game schedule and know when the next game is. If any schedule conflict arises, it is their responsibility to inform the GM as soon as possible. In short, calling me five minutes after game time to tell me your car just died is far better than never calling at all. I can tolerate having unforeseen events occur. I do not respect those who don’t pay attention to the schedule and lack the courtesy to inform the GM when problems arise.



House Rules:

1. DM decides on what printed rules or other rules to abide by. Players must get approval on new rule material before it can be used. General rule priority is: Core Rulebooks, WOTC published source material, Dragon Magazine, D20 published source material, other D20 material (homebrew, websites, etc). Any rules sources should be documented in the Rules Collection section.

2. DM reserves the right to approve or disallow any material. This is to maintain game balance. As evidenced in AD&D2E’s Player’s Option series, eventually, newer books get unbalanced with older books. A new book may have good material, but not all of it need be accepted. Such instances should be noted in the House Rules section.

3. Players may not review monster, adventure, or DM material during the game. Ideally, players shouldn’t read any of that stuff that may spoil the secrets of the game. I can only request that. However, I can enforce the “no peaking” rule at the game.

4. Players may not bring stuff to the table that is not related to the game. Rulebooks, gaming tools, dice, food, drink (for non-messy players) are OK. Pokemon, Magic, and Mage Knight is not. When you come to the table to play D&D, you should leave your other interests behind.

5. If you break something, you are responsible for replacing it. Chairs, for instance, are not particularly cheap. Dining table chairs are at least $50. Metal folding chairs are $10. Chairs wear out, especially if you weight 200+ pounds and sit in them for 4+ hours at a time. It's not a fat joke. It's a design characteristic of furniture.
 

JoeGKushner said:
It's a work in progress. :p

Part of it is stuff I've cribbed from RPG.net and other sources and parts that I just decided to run with. One day I'll expand upon it and edit it to reduce redundancy.

Why would you even game with someone who doesn't bathe? Or steals? Or all the stuff you try to "teach"?

Most of what you spell out is the bare minimum that society expects for normal social interaction. IME, if you run into one of these nose-picking, body-odor, book stealing freaks, why would you even try to play with them?
 

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