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EN World system agnostic Session 0 guide
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<blockquote data-quote="Blue" data-source="post: 7371812" data-attributes="member: 20564"><p>This is a really great idea. Some points I'd like to add, but I'll put them here first for discussion. First up, social contract. I'll also include a couple sample bits.</p><p></p><p><strong>Social Contract</strong></p><p>This should include behavior for the group:</p><p><em>"leave the play area cleaner then you arrived", "alcohol is/is not okay", "need to keep down the volume after 10pm", "we order pizza, let us know if you want to be in", "we play down one player, we cancel down two", "anyone can veto a new player"</em></p><p></p><p>The DM's expectations of the players about the game:</p><p><em>"if you don't agree with a ruling, bring it up. But I may make a a call just to keep the game moving and we can discuss offline", "in combat be ready to take your turn", "no phones at the table", "I find it's a better table experience with everyone roughly around the same power level - if you lag to far behind or are too far ahead of the pack I'll ask you to tune/detune your character", "one warning for cheating, and then out"</em></p><p></p><p>What the players should expect from the DM:</p><p><em>"This is going to be a heroic, high mythical game. It will be full of shades of grey and Faustian choices. It will be RP heavy and we'll be spending a good amount of time on exploration and social encounters, so I give out XP for milestones and good RP instead of defeating encounters.", "I expect death to be rare, but it is not off the table. But it will either be meaningful, or a combination of both poor planning and bad luck. New players will come in one level behind, replacement characters come in at 1st.", "I roll in front of you. Feel free to look at my dice and take what you can from it - your characters can judge lucky blows from solid hits.", "I like magic items, so there will be lots of them, but they will not be customized for your character - use them if you can, figure something else if you can't."</em></p></blockquote><p></p>
[QUOTE="Blue, post: 7371812, member: 20564"] This is a really great idea. Some points I'd like to add, but I'll put them here first for discussion. First up, social contract. I'll also include a couple sample bits. [B]Social Contract[/B] This should include behavior for the group: [I]"leave the play area cleaner then you arrived", "alcohol is/is not okay", "need to keep down the volume after 10pm", "we order pizza, let us know if you want to be in", "we play down one player, we cancel down two", "anyone can veto a new player"[/I] The DM's expectations of the players about the game: [I]"if you don't agree with a ruling, bring it up. But I may make a a call just to keep the game moving and we can discuss offline", "in combat be ready to take your turn", "no phones at the table", "I find it's a better table experience with everyone roughly around the same power level - if you lag to far behind or are too far ahead of the pack I'll ask you to tune/detune your character", "one warning for cheating, and then out"[/I] What the players should expect from the DM: [I]"This is going to be a heroic, high mythical game. It will be full of shades of grey and Faustian choices. It will be RP heavy and we'll be spending a good amount of time on exploration and social encounters, so I give out XP for milestones and good RP instead of defeating encounters.", "I expect death to be rare, but it is not off the table. But it will either be meaningful, or a combination of both poor planning and bad luck. New players will come in one level behind, replacement characters come in at 1st.", "I roll in front of you. Feel free to look at my dice and take what you can from it - your characters can judge lucky blows from solid hits.", "I like magic items, so there will be lots of them, but they will not be customized for your character - use them if you can, figure something else if you can't."[/I] [/QUOTE]
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