Player handouts for new group?

DarkJester

First Post
I'm drafting up a player handout for a new group. Topics included:

The Big 3 Rules > DM is always right <Disclaimer>, Know your capabilities, Try not to pester me about what is already listed on this sheet, that is what it is here for.

The Other Equally Important stuff:
Character Creation > Basics > Sources allowed > World > About powergaming
Other rules > Twenty Second Rule, > Experience / Missing a Session > Creating Magic Items
House Rules > Spells > Races > Classes
Campaign Background >
Contact Information.>

I'm also including a brief questionair asking what type of game they like as well as their contact information.

It got me wandering, what do you include in handouts when starting a new game with people you have not played with?
 

log in or register to remove this ad

It looks like things I like to cover before the first session are pretty close to yours. I handle the information I have via a message board instead of player handouts though. Avoids lost handouts and seems to work relatively well.

My major information reads like this:

Contact Info
Character Creation Guidelines
House Rules
Campaign Background Information

So as you can see, looks very similar to your list.
 

I tend to take a more Collaberative approach to DMing than some, so I don't have anything like your "Big 3 Rules." I suppose it may have something to do with the fact that I, at 29 years old, am the youngest person at the table that this isn't necessary, though.

I like to get all the mechanical stuff out to the players right off. That looks like what you've got. House Rules, possibly unconventional interpretations of rules, etc. I also include big campaign notes. ("There are no elves" for instance, would qualify.)

I try not to include anything more about the campaign world than is absolutely necessary, though. I put up a website that has all of that, which players can examine at their leisure, but I find that giving players a huge packet of info right off the bat is daunting and tends to foster the feeling that one has to study for the game, rather than merely come and have fun. So the bare basics needed to get the game started, then after that I can inform and explain things as the game progresses.
 

I like for new players to know what to expect too.

"This is not a hack 'n slash game. You are expected to roleplay your character."

Or whatever.
 

My advice - keep it short and confined to what is absolutely necessary. Players will not read tons of paperwork and you will feel unappreciated.
 

I don't send rules unless they're game mechanics. A bunch of around-the-table laws like "The DM is always right" and lectures on powergaming don't sit right with me. I'm not teaching middle school here, I think I can trust everybody to play with common courtesy.

"The DM is always right" is kind of belligerent when you use it to describe yourself, isn't it? Is "I am infallible authority" really the first impression you want to give new players? I don't get upset when I hear the phrase used in discussion, but if it was in the invitation I might think twice about playing.
 

I definitely see how saying I'm always right could come off...poorly. That is why I include the disclaimer, I will not always be right - but my ruling stands during game day. Talk to me about it afterwards and we can deal with it properly in the future. I've had to much time wasted by rules lawyers to not have this rule included. Although, I suppose it could be in a less prominant spot.

My biggest crutch is time management, so most of my rules are about speeding up gameplay.

Nothing is really hardset, I just want players to have a general idea what to expect. My section on power gaming, for example:
I understand fully that players will build characters that are closer to the powerful end of the spectrum than the weak side (and rightfully so). However, characters which overpower the rest of the group unbalance play for everyone. As long as everyone in the group is around the same power level I don’t mind. Expect more powerful opposition if you do take this route. I think we can all agree it wouldn’t be any fun if there was no danger.

I originally posted about this because I'm wondering how much it helps. Have any players had a handout that really helped start out the campaign? As JustKim said, are there things in a handout that would simply turn you off from a game?

Does anyone have experience using something such as a Yahoo group? I don't think I want to bother making a website but that might be useful.
 

DarkJester said:
I definitely see how saying I'm always right could come off...poorly. That is why I include the disclaimer, I will not always be right - but my ruling stands during game day. Talk to me about it afterwards and we can deal with it properly in the future. I've had to much time wasted by rules lawyers to not have this rule included.

Agreed. My games tend to be a little more collabarative when it comes to world building, but rules adjucation is MY job as DM. I actually enjoy it and basically if you don't trust me to do my job or trust my rulings then you really shouldnt be at my game. I'm pretty much there to have a good time and make sure my players have a good time, not argue and discuss rules during the game. If you have a particular beef with the rules I use for special effects after a critical hit or anything else take it up with me AFTER the game. I'm not perfect nor do I pretend to be but "I" run my games NOT my players.

I've been DM'ing off and on for over 20 years and there's pretty much one thing that I've realized about most of my players over those years: Unless the players are also DM's, they will want rules in effect benefit them, not rules that are fair. If I'm not using a particular rule from the books it's not because I'm unaware of the rule, it's becasue I have a reason for not using it.
 

JustKim said:
I don't send rules unless they're game mechanics. A bunch of around-the-table laws like "The DM is always right" and lectures on powergaming don't sit right with me. I'm not teaching middle school here, I think I can trust everybody to play with common courtesy.

"The DM is always right" is kind of belligerent when you use it to describe yourself, isn't it? Is "I am infallible authority" really the first impression you want to give new players? I don't get upset when I hear the phrase used in discussion, but if it was in the invitation I might think twice about playing.

I agree with this. A gentle rewording of: "When in doubt, the DM has the right to overrule any rule in order to further the game." This says 1.) I'll stick to the rules when possible, 2.) I can change things, and 3.) Its always in the best interest of the game, not to spite the players.

Of course, if none of those apply, I guess you can ignore. :cool:
 

JustKim said:
I don't send rules unless they're game mechanics. A bunch of around-the-table laws like "The DM is always right" and lectures on powergaming don't sit right with me. I'm not teaching middle school here, I think I can trust everybody to play with common courtesy.

The items I post for rules and such are not along the "The DM is always right" variety. They cover items like character creation guidelines (and they don't exactly outright discourage power gaming). I do let people know I like to run a fair game with roleplaying in it, so don't be afraid to take a skill or feat because it helps buid your character more as you see him instead of trying to make sure you tweak him out as much as possible. The player can do whichever they want.

I also state I *will* make mistakes along the way. My rules just say that I would rather not spend a large amount of game time discussing the rules. During the game if a discrepency can be cleared up in around a minute or so then we will, otherwise we roll with my interpretation and then we will clear it up with a more lengthy discussion on the message boards.

I don't think posting house rules or table rules necessarily implies a "DM is always right" mentality.
 

Remove ads

Top