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.