Man in the Funny Hat
Hero
A "similar" document that I wrote for comparison:
The DM is indeed in charge but the way the OP is phrasing it makes it sound like the players are there only to serve the DM's entertainment, rather than it actually being far more the other way around - the DM is there first and foremost to provide entertainment for the players. That's supposed to be fun for you as DM. The one thing the DM is NOT supposed to exercise reckless authority over, however, is the player characters. The PC's are overwhelmingly the domain of the players. Players are PARTICIPANTS in the exercise, not SUBJECTS of the exercise. Yes the DM has final authority - even to the extents that you say. But just say that AS DM you have the final word and leave it at that. And rule two only repeats the substance of rule one. DM has final authority. All well and good. LEAVE IT AT THAT.
It's a new one on me that "emotional serenity" would need to be called out in a written set of table rules. It suggests not just that you have ONE player who lets in-game setbacks get to them disproportionately in the real world and simply address it when and IF it comes up, but that it is FREQUENT enough that you need to have everyone reminded about it ahead of time.
Insisting that players not even comment on the DM's high rolls is what I would describe as, "being controlling," and is something I would consider a red flag regarding the DM that insisted on it. I would suggest that if the DM is aggravated by snide comments about rolling suspiciously too well then it is because the DM has not established or has LOST the confidence of the players to run a fair and reasonable game with respect to the dice. Certainly a D&D game should not need to be treated like going through screening with the TSA where you can't even JOKE about certain things because: reasons. Really, this alone would make me consider VERY seriously as a player whether participation was going to be worth it.
A DM that goes to lengths to specifically arrogate to themselves the right to retcon anything at any time to any degree for any reason you like, but effectively says the players would CERTAINLY never actually have even the option of requesting such a thing, is again, something that as a player I would consider a red flag.
Though rule nine says it's okay to correct the DM about rules the rest of the rules make it seem like it is FAR from okay to question the DM at any time. Even before getting to the "argument protocols" rules it's abundantly clear that players are ENTIRELY subordinate at the table and that they should FEAR ever questioning the DM or objecting to how they're handling the game. Despite rule thirteen saying that the DM "will aim for a gentle, moderate tone when correcting/redirecting players" the tone and actual statements throughout the rest of this document suggest that this would be ANYTHING BUT that. Rather than being encouraging and light about goof-ups, the overall suggestion is that the DM is more likely to be needlessly stern and authoritarian and react badly to any perceived questioning or criticism no matter how gently phrased by players.
It is... weird that it addresses players being tired. I can only assume that this is a particular issue with an individual at the table at the moment and not something that really needed to be addressed in terms of standing Table Rules for all to be warned about and cautious of. Addressing issues regarding A particular player is best done person-to-person and not passive-aggressively by table rules. Unless this actually IS a chronic issue at the table for some reason...?
Regarding "due process"; not even Gygax should have been handling things in the way that he often handled them, much less advised others to do likewise. In particular - keep out-of-game issues OUT OF THE GAME. If there are real-world personal issues to be addressed you're just being a passive-aggressive jerk by handing out Gygaxian punishments to a PC. In the game, actions by PC's should certainly have consequences, as should out-of game actions - but keep them separate.
I'd also suggest that if you don't want rules lawyers don't hand them a sheaf of courtroom laws about procedures for objection and appeal. It's one thing to say, "If you have objections, please state them concisely and then accept the DM's ruling and save ARGUMENTS about the rules and rulings for later whenever possible." It's another to hand them an extensive set of written procedures for even MENTIONING something. Just don't then be annoyed if they act even more like lawyers. Better remove from your Table Rules all those rules that suggest that players simply accept your rulings at face value in good faith if you're actually telling them at length how to acceptably behave like rules lawyers.
In my linked document above I initially suggested that it might be good to have players read it and sign it. I never felt like that was going to be needed in my own group. I included that more for those groups that would adopt a similar set of rules (if not mine) and which actually need to RE-establish some reasonable level of trust and understanding among themselves, whether because they never had it or had lost it. But I removed it because I felt it again sent the wrong message.
You want players to stick to your house rules because they make sense and because they WANT to be good players and just may not have put the same amount of time into thinking about certain aspects of things as you have. You don't want to hold their signature over their heads as whip to help keep them in line - they shouldn't want to get "out of line" in the first place. But, these kinds of table rules are written out simply to remind them of where the line really is - not to actually be a tool to CONTROL them. Don't beat them over the head with, "Comply! Comply or be cast out ye heathen! COMPLY OR BE BURNED AT THE STAKE!"
Most of all you don't want to use this kind of document as a whip or control tool aimed at ONE particular player. Again, address out-of-game issues out of the game, and apply appropriate consequences for PC's in-game actions IN the game rather than take it as a personal affront to be addressed out-of-game.
The DM is indeed in charge but the way the OP is phrasing it makes it sound like the players are there only to serve the DM's entertainment, rather than it actually being far more the other way around - the DM is there first and foremost to provide entertainment for the players. That's supposed to be fun for you as DM. The one thing the DM is NOT supposed to exercise reckless authority over, however, is the player characters. The PC's are overwhelmingly the domain of the players. Players are PARTICIPANTS in the exercise, not SUBJECTS of the exercise. Yes the DM has final authority - even to the extents that you say. But just say that AS DM you have the final word and leave it at that. And rule two only repeats the substance of rule one. DM has final authority. All well and good. LEAVE IT AT THAT.
It's a new one on me that "emotional serenity" would need to be called out in a written set of table rules. It suggests not just that you have ONE player who lets in-game setbacks get to them disproportionately in the real world and simply address it when and IF it comes up, but that it is FREQUENT enough that you need to have everyone reminded about it ahead of time.
Insisting that players not even comment on the DM's high rolls is what I would describe as, "being controlling," and is something I would consider a red flag regarding the DM that insisted on it. I would suggest that if the DM is aggravated by snide comments about rolling suspiciously too well then it is because the DM has not established or has LOST the confidence of the players to run a fair and reasonable game with respect to the dice. Certainly a D&D game should not need to be treated like going through screening with the TSA where you can't even JOKE about certain things because: reasons. Really, this alone would make me consider VERY seriously as a player whether participation was going to be worth it.
A DM that goes to lengths to specifically arrogate to themselves the right to retcon anything at any time to any degree for any reason you like, but effectively says the players would CERTAINLY never actually have even the option of requesting such a thing, is again, something that as a player I would consider a red flag.
Though rule nine says it's okay to correct the DM about rules the rest of the rules make it seem like it is FAR from okay to question the DM at any time. Even before getting to the "argument protocols" rules it's abundantly clear that players are ENTIRELY subordinate at the table and that they should FEAR ever questioning the DM or objecting to how they're handling the game. Despite rule thirteen saying that the DM "will aim for a gentle, moderate tone when correcting/redirecting players" the tone and actual statements throughout the rest of this document suggest that this would be ANYTHING BUT that. Rather than being encouraging and light about goof-ups, the overall suggestion is that the DM is more likely to be needlessly stern and authoritarian and react badly to any perceived questioning or criticism no matter how gently phrased by players.
It is... weird that it addresses players being tired. I can only assume that this is a particular issue with an individual at the table at the moment and not something that really needed to be addressed in terms of standing Table Rules for all to be warned about and cautious of. Addressing issues regarding A particular player is best done person-to-person and not passive-aggressively by table rules. Unless this actually IS a chronic issue at the table for some reason...?
Regarding "due process"; not even Gygax should have been handling things in the way that he often handled them, much less advised others to do likewise. In particular - keep out-of-game issues OUT OF THE GAME. If there are real-world personal issues to be addressed you're just being a passive-aggressive jerk by handing out Gygaxian punishments to a PC. In the game, actions by PC's should certainly have consequences, as should out-of game actions - but keep them separate.
I'd also suggest that if you don't want rules lawyers don't hand them a sheaf of courtroom laws about procedures for objection and appeal. It's one thing to say, "If you have objections, please state them concisely and then accept the DM's ruling and save ARGUMENTS about the rules and rulings for later whenever possible." It's another to hand them an extensive set of written procedures for even MENTIONING something. Just don't then be annoyed if they act even more like lawyers. Better remove from your Table Rules all those rules that suggest that players simply accept your rulings at face value in good faith if you're actually telling them at length how to acceptably behave like rules lawyers.
In my linked document above I initially suggested that it might be good to have players read it and sign it. I never felt like that was going to be needed in my own group. I included that more for those groups that would adopt a similar set of rules (if not mine) and which actually need to RE-establish some reasonable level of trust and understanding among themselves, whether because they never had it or had lost it. But I removed it because I felt it again sent the wrong message.
You want players to stick to your house rules because they make sense and because they WANT to be good players and just may not have put the same amount of time into thinking about certain aspects of things as you have. You don't want to hold their signature over their heads as whip to help keep them in line - they shouldn't want to get "out of line" in the first place. But, these kinds of table rules are written out simply to remind them of where the line really is - not to actually be a tool to CONTROL them. Don't beat them over the head with, "Comply! Comply or be cast out ye heathen! COMPLY OR BE BURNED AT THE STAKE!"
Most of all you don't want to use this kind of document as a whip or control tool aimed at ONE particular player. Again, address out-of-game issues out of the game, and apply appropriate consequences for PC's in-game actions IN the game rather than take it as a personal affront to be addressed out-of-game.
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