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