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<blockquote data-quote="Janx" data-source="post: 2143139" data-attributes="member: 8835"><p>From my own campaign guidelines document:</p><p></p><p>DM General Rules:</p><p></p><p>· 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.</p><p></p><p>· 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 Limitations and the like will be repealed, etc.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.</p><p></p><p>· 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.</p><p></p><p>· 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.</p><p></p><p>· 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.</p><p></p><p>· As a general rule, I will keep this document updated with any house rules we might develop in the game.</p><p></p><p>· 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.</p><p></p><p>· 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.</p><p></p><p>· 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.</p><p></p><p>· The DM will try to adhere to these guidelines. I’m not perfect, but I’ll try to run a good and fair game.</p><p></p><p> </p><p></p><p> </p><p></p><p>Player Guidelines:</p><p></p><p>· 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.</p><p></p><p>· 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.</p><p></p><p>· 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.</p><p></p><p>· 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.</p><p></p><p>· 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.</p><p></p><p>· 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.</p><p></p><p>· 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.</p><p></p><p>· 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.</p><p></p><p>· 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.</p><p></p><p>· 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.</p><p></p><p>· 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.</p><p></p><p> </p><p></p><p>House Rules:</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Janx, post: 2143139, member: 8835"] 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. [/QUOTE]
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