Give unto me your table rules

buzz

Adventurer
I'm looking for some suggestions for rules of conduct at the game table. Mainly, I've been seeing sessions devolve into rules arguments and single combats eat up a whole session. Ergo, I want to put together some table rules that will make gameplay smoother and more enjoyable for me and my players. What are yours?

Right now, I'm starting off with some I leanred from ENworlder Mark:

1. You run your charcter, not anyone else's. I.e., no kibitzing about what PCs do on their turn.

2. No counting squares! Put the protractor away, and just aim the damn fireball already.

3. You have six seconds to comply. :) Use the time when it isn't your turn to plan what you're going to do, and be ready to act ASAP. No waiting until your initiative comes up to spend ten minutes picking out the perfect spell or manuever.

4. Leave the rules arguments for after the session, preferrable on the group's email list.
 

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write down your action for each round.

you can delay and wait to see what others (foe and friend alike) do. but you have to write down your action first.
 

I would like to cut the amount of OOC chatter during the games but half the time I'm the worst behaviorwise. Even when I'm DMing! :eek:
 





A new table rule which has totally saved my current game: non-sequitor mention of character stat: -50 xp. Some of the folks I game with are high school age, and although good players, many have the urge to, appropo of nothing, declare how good their spot or move silent mod is. The mere threat of a mild XP loss has totally eliminated this and made the sessions much more enjoyable.
 

If someone has to look something up, skip them and come back to them. If they still don't have it, they miss their turn.

As DM, if you have to look something up and its taking too long--make a quick judgement and move on.

If you make a mistake and dont realize it until after your turn, it stands. No do-overs.
 

No intimidation of PCs in-character. (Luckily, there's no need to make a rule about out-of-character intimidation).

During combat, you have 10 seconds to declare your action.
 

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