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New players: your recruiting standards
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<blockquote data-quote="MNblockhead" data-source="post: 7863979" data-attributes="member: 6796661"><p>When I got back into the hobby when 5e came out and was planning my first campaign, I recruited a couple of old high school friends who were interested and available, then I posted a call for players on an active Meetup for D&D in my area. Mostly I focused on explaining the campaign setting, some character limitations on classes and races, that it was a no-chaotic-evil campaign. </p><p></p><p>I had some lengthy back and forth e-mail conversations with a number of interested players. I was a bit nervous because I was hosting it at my place, so I was trying to not only make sure we were on the same page about the kind of game we would be playing but also to get a feel for their personalities. </p><p></p><p>It worked out well, nearly all of the players have remained steady members of the group over the past five years. New players who have joined to replace the couple of players who left or who join occasionally as guest players are generally friends of existing players, which makes it easy. </p><p></p><p>My current requirements for a new players has been influence by the preferences of other players. Some things that don't bother me as much, bother them. If I were to write a set of rules/requirements, they would likely look something like this (even though I would hope some of these would never need to be explained to people):</p><p></p><p>1. NO REAL-WORLD POLITICS</p><p></p><p>I enjoy socializing with diverse groups of people, and think it is important for society that we not wall ourselves off from each other. But too many people don't share this world view, at least not in their actions and behavior. The US is very politically divided these days and, especially during election season, some people just can't seem to keep their politics to themselves. Political arguments can quickly ruin a social event and derail a game. Game day is a day where current real-world news and political arguments have no place. There are plenty of social events and venues where I'm happy to engage in these discussions, but not in my house on game day. </p><p></p><p>2. BE HOUSE TRAINED</p><p></p><p>I'm pretty laid back. I'm not a neat freak. But basic etiquette in terms of personal hygiene and respect are expected. </p><p></p><p>3. ONLY GAME-RELATED ELECTRONICS AT THE TABLE</p><p></p><p>DnD Beyond and digital character sheets are fine, but not playing mobile games or checking social media. If someone needs to take a call for home or work, that's cool, we can pause the game, but when we are playing we expect the focus to be on the game. </p><p></p><p>We do demand physical dice, however, when playing in-person games, and rolling in front of everyone. </p><p></p><p>4. NO CHAOTIC-EVIL CHARACTERS</p><p></p><p>The only game worse than one with a party of CE characters is a party with only one CE character. </p><p></p><p>5. CONTRIBUTE TO SNACK / POTLUCK TABLE</p><p></p><p>For in-person games, everyone is expected to bring snacks for the groups. We usually break for lunch to go get food at nearby restaurants, but now and then have pot luck days. On those days everyone is expected to contribute something more than chips. </p><p></p><p>6. HAVE THICK-SKINNED SENSE OF HUMOR</p><p></p><p>I find it easier, for a home game, to give a heads up to those looking to be offended. If someone is a jerk and purposefully trying to be offensive or singling someone out, or is being hateful, that person will not be invited back. But we all enjoy a sense of humor that is not office appropriate. </p><p></p><p>7. BE READY ON YOUR TURN</p><p></p><p>Occasionally a situation will present itself that is complicated or involves a spell or mechanic that is not often used and some discussion and rules look up is necessary. That's fine. But consistently slowing down the game because you have not thought about what your character will do until it is your turn is not. </p><p></p><p>8. DM MAKES THE FINAL RULING</p><p></p><p>When I run a game I don't mind a bit of rules lawyering. I enjoy creative application of rules and respect rules mastery. I'll often rely on my players to remind me of certain rules, especially spell effects. But the DM makes the final decision. Any further debate needs to happen between games. </p><p></p><p>I can't think of much beyond that.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7863979, member: 6796661"] When I got back into the hobby when 5e came out and was planning my first campaign, I recruited a couple of old high school friends who were interested and available, then I posted a call for players on an active Meetup for D&D in my area. Mostly I focused on explaining the campaign setting, some character limitations on classes and races, that it was a no-chaotic-evil campaign. I had some lengthy back and forth e-mail conversations with a number of interested players. I was a bit nervous because I was hosting it at my place, so I was trying to not only make sure we were on the same page about the kind of game we would be playing but also to get a feel for their personalities. It worked out well, nearly all of the players have remained steady members of the group over the past five years. New players who have joined to replace the couple of players who left or who join occasionally as guest players are generally friends of existing players, which makes it easy. My current requirements for a new players has been influence by the preferences of other players. Some things that don't bother me as much, bother them. If I were to write a set of rules/requirements, they would likely look something like this (even though I would hope some of these would never need to be explained to people): 1. NO REAL-WORLD POLITICS I enjoy socializing with diverse groups of people, and think it is important for society that we not wall ourselves off from each other. But too many people don't share this world view, at least not in their actions and behavior. The US is very politically divided these days and, especially during election season, some people just can't seem to keep their politics to themselves. Political arguments can quickly ruin a social event and derail a game. Game day is a day where current real-world news and political arguments have no place. There are plenty of social events and venues where I'm happy to engage in these discussions, but not in my house on game day. 2. BE HOUSE TRAINED I'm pretty laid back. I'm not a neat freak. But basic etiquette in terms of personal hygiene and respect are expected. 3. ONLY GAME-RELATED ELECTRONICS AT THE TABLE DnD Beyond and digital character sheets are fine, but not playing mobile games or checking social media. If someone needs to take a call for home or work, that's cool, we can pause the game, but when we are playing we expect the focus to be on the game. We do demand physical dice, however, when playing in-person games, and rolling in front of everyone. 4. NO CHAOTIC-EVIL CHARACTERS The only game worse than one with a party of CE characters is a party with only one CE character. 5. CONTRIBUTE TO SNACK / POTLUCK TABLE For in-person games, everyone is expected to bring snacks for the groups. We usually break for lunch to go get food at nearby restaurants, but now and then have pot luck days. On those days everyone is expected to contribute something more than chips. 6. HAVE THICK-SKINNED SENSE OF HUMOR I find it easier, for a home game, to give a heads up to those looking to be offended. If someone is a jerk and purposefully trying to be offensive or singling someone out, or is being hateful, that person will not be invited back. But we all enjoy a sense of humor that is not office appropriate. 7. BE READY ON YOUR TURN Occasionally a situation will present itself that is complicated or involves a spell or mechanic that is not often used and some discussion and rules look up is necessary. That's fine. But consistently slowing down the game because you have not thought about what your character will do until it is your turn is not. 8. DM MAKES THE FINAL RULING When I run a game I don't mind a bit of rules lawyering. I enjoy creative application of rules and respect rules mastery. I'll often rely on my players to remind me of certain rules, especially spell effects. But the DM makes the final decision. Any further debate needs to happen between games. I can't think of much beyond that. [/QUOTE]
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