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Give unto me your table rules
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<blockquote data-quote="Nellisir" data-source="post: 2305026" data-attributes="member: 70"><p>While -I- think those rules are a bit draconian, if they work for you then they work for you.</p><p> </p><p>The number 1 table rule in my games is: "The DM is in control." If the DM is not in control, the DM needs to get his rear in gear and assert him or her self. I don't have a strict time limit on making decisions, because circumstances vary. I have one player that just needs a few more seconds. That's life. I'm encouraging him to plan ahead and learn the PH. Sometimes I let the other players dither a little, particularly if it's a complex combat; sometimes I smack 'em down after 10 seconds.</p><p> </p><p>I just instituted a 100-xp reward for a good joke last game. An OOC joke, even. Alot of people would shriek at the idea, but it actually helps me -- if it's not funny, I put on my stern face and everyone gets back to business lickety-split. If it is funny (and that means everyone at the table is laughing), then we all get a good laugh and have fun. (I will point out that I also ruled everyone has to get the reward before someone gets it twice, so the game clown doesn't end up 12 levels ahead of everyone.)</p><p> </p><p>I don't mind OOC conversation if it's quiet and discrete, or interesting to everyone. We lost 45 minutes last game to a dissection and analyis of Star Wars 3, but it was fun. Then I cut it off, and we got down to gaming.</p><p> </p><p>One thing that has helped my game is the "Players roll all the dice" rule. The players picked it up in a single session, and after three sessions, I now get dirty looks and nasty comments if I pick up a 20-sider during combat by accident. The players honestly love it, and it's significantly less work for me (All you do is substitute a d20 for 10+ in the character's AC, and 10+ for the d20 in the NPC's attack. Ditto for NPC spell saves. In PC vs PC combat we've ruled PC's roll a d20 for both attack & defense - it's pretty cool.)</p><p> </p><p>Hope that's helpful,</p><p>Nell.</p></blockquote><p></p>
[QUOTE="Nellisir, post: 2305026, member: 70"] While -I- think those rules are a bit draconian, if they work for you then they work for you. The number 1 table rule in my games is: "The DM is in control." If the DM is not in control, the DM needs to get his rear in gear and assert him or her self. I don't have a strict time limit on making decisions, because circumstances vary. I have one player that just needs a few more seconds. That's life. I'm encouraging him to plan ahead and learn the PH. Sometimes I let the other players dither a little, particularly if it's a complex combat; sometimes I smack 'em down after 10 seconds. I just instituted a 100-xp reward for a good joke last game. An OOC joke, even. Alot of people would shriek at the idea, but it actually helps me -- if it's not funny, I put on my stern face and everyone gets back to business lickety-split. If it is funny (and that means everyone at the table is laughing), then we all get a good laugh and have fun. (I will point out that I also ruled everyone has to get the reward before someone gets it twice, so the game clown doesn't end up 12 levels ahead of everyone.) I don't mind OOC conversation if it's quiet and discrete, or interesting to everyone. We lost 45 minutes last game to a dissection and analyis of Star Wars 3, but it was fun. Then I cut it off, and we got down to gaming. One thing that has helped my game is the "Players roll all the dice" rule. The players picked it up in a single session, and after three sessions, I now get dirty looks and nasty comments if I pick up a 20-sider during combat by accident. The players honestly love it, and it's significantly less work for me (All you do is substitute a d20 for 10+ in the character's AC, and 10+ for the d20 in the NPC's attack. Ditto for NPC spell saves. In PC vs PC combat we've ruled PC's roll a d20 for both attack & defense - it's pretty cool.) Hope that's helpful, Nell. [/QUOTE]
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