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I need a D&D counseling session! Help! (Re: Update ("Argument-Stopping Protocols" -- please advise!))
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<blockquote data-quote="Lanefan" data-source="post: 7950784" data-attributes="member: 29398"><p>[USER=6779196]@Charlaquin[/USER] 's replies more or less cover the same ground mine would.</p><p></p><p>Alcohol-free would never fly at my table, not that I'd ever ask such a thing.</p><p></p><p>The no-swearing rule seems to me to be complete overkill; ditto rule 5 which in effect bans emotional reactions to events good or bad. How dull! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> If I can yell out a cheer when something goes right I'd also think I'd be allowed to yell out something quite the opposite when something goes wrong. That said, you haven't mentioned what age grup you're running for, nor the social situation (a group of your friends at home, or organized play at a store, or what).</p><p></p><p>If it's not a group of friends, I can sort-of see the no-evil rules with one exception: betraying one's allies (and maybe paying the price for so doing) is a time-honoured trope in fiction.</p><p></p><p>But the one really big change I'd make - right now! - is in the very first section. While I completely agree with "it's the DM's game, abide or die" this mantra still does not give you or any DM the right to do any of these:</p><p></p><p><em>The DM can make up rules on the spot*, fudge the dice, repeatedly change rules, alter a monster's hit points and stats on the fly, retcon the story, switch to a different rules system, and even modify your character's traits, stats, and features!</em> </p><p></p><p>In fact, in terms of (re)gaining the trust of your players in this situation I think you'd be better off in making it abundantly clear you are giving your guarantee to NOT do any of these things, except the one marked with '*' which you will only do as and when a ruling is required.</p><p></p><p>This doesn't mean you can't tweak elements of the rules system after some thought, as long as you a) advise the players what you've done and b) do your best to only change something once. But consistency is important - changing some rule or system element from A to B one week and then changing it back to A the next isn't very good form.</p><p></p><p>This also doesn't prevent you from temporarily putting the party into in-fiction situations where things don't work as normal e.g. a journey to the Plane of Chaos. I'm talking baseline rules here, not exceptions.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7950784, member: 29398"] [USER=6779196]@Charlaquin[/USER] 's replies more or less cover the same ground mine would. Alcohol-free would never fly at my table, not that I'd ever ask such a thing. The no-swearing rule seems to me to be complete overkill; ditto rule 5 which in effect bans emotional reactions to events good or bad. How dull! :) If I can yell out a cheer when something goes right I'd also think I'd be allowed to yell out something quite the opposite when something goes wrong. That said, you haven't mentioned what age grup you're running for, nor the social situation (a group of your friends at home, or organized play at a store, or what). If it's not a group of friends, I can sort-of see the no-evil rules with one exception: betraying one's allies (and maybe paying the price for so doing) is a time-honoured trope in fiction. But the one really big change I'd make - right now! - is in the very first section. While I completely agree with "it's the DM's game, abide or die" this mantra still does not give you or any DM the right to do any of these: [I]The DM can make up rules on the spot*, fudge the dice, repeatedly change rules, alter a monster's hit points and stats on the fly, retcon the story, switch to a different rules system, and even modify your character's traits, stats, and features![/I] In fact, in terms of (re)gaining the trust of your players in this situation I think you'd be better off in making it abundantly clear you are giving your guarantee to NOT do any of these things, except the one marked with '*' which you will only do as and when a ruling is required. This doesn't mean you can't tweak elements of the rules system after some thought, as long as you a) advise the players what you've done and b) do your best to only change something once. But consistency is important - changing some rule or system element from A to B one week and then changing it back to A the next isn't very good form. This also doesn't prevent you from temporarily putting the party into in-fiction situations where things don't work as normal e.g. a journey to the Plane of Chaos. I'm talking baseline rules here, not exceptions. [/QUOTE]
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I need a D&D counseling session! Help! (Re: Update ("Argument-Stopping Protocols" -- please advise!))
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