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<blockquote data-quote="nimisgod" data-source="post: 2142263" data-attributes="member: 10283"><p>Hello all,</p><p></p><p>Some time ago, I had read about different gaming groups having their own "social contract" or at least, code of conduct.</p><p></p><p>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).</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>Along with the guidelines, I also added some personal preferences I have as a GM as well as in-game expectations.</p><p></p><p>Without further ado, here's my list o' guidelines for your viewing and commenting pleasure:</p><p></p><ul> <li data-xf-list-type="ul"> 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.</li> <li data-xf-list-type="ul"> We're not all trained in acting or theatre but as much as possible, try to remain in character.</li> <li data-xf-list-type="ul"> 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.</li> <li data-xf-list-type="ul"> 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.</li> <li data-xf-list-type="ul"> Not everyone likes a chatterbox, but no one likes a lone wolf. Be social.</li> <li data-xf-list-type="ul"> The Players have a right to try to ravoid fights that they think aren't worth it or are impossible to win.</li> <li data-xf-list-type="ul"> 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.</li> <li data-xf-list-type="ul"> Player Characters can die. It's part of the game. Keep that risk in mind and be prepared for it happening.</li> <li data-xf-list-type="ul"> 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.<br /> </li> </ul><p></p><p>I would really appreciate it if comments and suggestions were given <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Thanks in advance!</p><p></p><p>*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?</p><p></p><p>** For clarity's sake, my players and I are of college age (20-24).</p></blockquote><p></p>
[QUOTE="nimisgod, post: 2142263, member: 10283"] 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: [list] [*] 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. [/list] 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). [/QUOTE]
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