Pre-Game Documents

andrewnotandy

First Post
I created these two documents to be filled out by the players and the DM before any campaign starts, to set ground rules and make expectations clear.

Game Agreements - discusses attendance, food, play time, and player responsibility
DM preferences - form DM can fill out that shows his style of play. Great to compare to player preferences
Character Background - generic form & space to help create vivid backgrounds
Player preferences - form DM can see to view what the players like.

These documents have worked well to start up my campaign. Feel free to edit them and then post your edited versions - to get the best start up documents possible.
 

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Holy crap! Can I get my lawyer to check these out before I fill anything in? ;)

It is all personal preference, and I understand where this is coming from, but I hope that I never have to use something like this. If I game with a group that doesn't understand that everyone pitches in for food, I won't last long with that group.

The character background stuff is good, but the rest of the stuff only seems relevant when you are advertising a game to complete strangers.

I hope this stuff gets you the returns you want, and I hope you don't take my comments too hashly, but this is definitely not for me.
 

The character background stuff is good, but the rest of the stuff only seems relevant when you are advertising a game to complete strangers.

Well, that's the thing: some of us WILL be playing a game with complete strangers. The group I'm with started out as a Craigslist ad, and people come and go as life leads them. It's also helpful since we rotate DMs, since new DMs haven't made the DM/player preference considerations from that side of the screen. So thanks, andrewnotandy. I may look into using/adapting these.
 

Actually, these aren't bad. I opened these with the thought that it would be a train wreck of a DM's paranoia and control issues - but I was wrong. There aren't many harsh rules, and most of them seem common sense, but important to get out of the way if you're gaming with a group of strangers.

I would suggest one change, however. Let the players decide who the MVP is, making notes and giving them to you.
 

Yes, these documents are for beginning players who do not know each other. While some of the game agreements are harsh, that is my personal style of leadership; outside of Dnd, I find that if you set criteria, in a nice but disciplined way at the beginning, there are no problems after the project begins. However, if you are not blunt and state exactly what you mean, they're sometimes are problems. We'll see how this works with DnD, but so far, no player has complaint about it being too harsh, although not all of the players have read it.

Please edit it and upload your edits! My goal was to create these four areas - game agreements, DM preferences, player preferences, and character background - b/c I know they will make for better gameplay, but I want them quick and efficient. And if you feel the tone is harsh, change it.
 

About MVP:

this is something I stole from the Rise and Fall of Rome House rules sheet, which can be found on this forum. The idea is that the DM only chooses the first MVP for the day, after that the players choose the MVP. I think it important the DM choose the first MVP to provide encouragement for new players. My gaming group is half newbies and half experienced players. I want to give out the MVP so that way I give the newbies a sense of accomplishment, because the old players are going to be much better than the newbies for the next three months. However, I do suggest if everyone is an experienced player, that only the players choose the MVP
 

I have a similar "House Rules" document. The tone is a bit different, though. Here it is:

The game follows the D&D 4th edition rules closely. Here are some guidelines to keep in mind:


GAME STYLE:
The game is in classic 4e style: high fantasy, high magic, cinematic action adventure. You're a world-saving hero with unusual abilities facing monstrous foes. Think Raymond Feist or The Matrix: lots of magic and over-the-top action.

Within this framework, the style of play is up to you. Players are currently emphasizing tactical action over roleplaying, but there's room for both.

PREP WORK:
We only have a few hours to play each session, so it's important you do any prep work beforehand. There isn't much: just make sure your character sheet and magic item wish-list is up to date. Typically, you only need to update these things when you go up in level. I'm happy to provide any help you need to get started.

To prepare these materials, you'll need a copy of the 4th edition Player's Handbook or a subscription to D&D Insider. D&D Insider is an excellent value--it provides a compendium of all official D&D "crunch" for between $5 and $8 per month, depending on subscription, and substantial new material comes out every month.

If you don't feel like buying anything right away, I or one of the other players can help you out.

ALLOWED SUPPLEMENTS:
You can use any official D&D supplements you like, except for the races in the Monster Manual (they're not balanced properly). I'm also open to you using third-party supplements, but please check with me first. Either way, if an option you choose turns out to be overpowered or disruptive in play, I'll ask you to swap it out for something else.

If you subscribe to D&D Insider, please check with me before reading the Dungeon Magazine adventures, and particularly avoid "Scales of War" spoilers. That's where the adventures we're playing come from.

RAILROADING:
We're playing a pre-published campaign, so from time to time I will tell you how the next adventure starts and I'll ask you to come up with an in-character reason that your character is involved. I may also let you know if you're going too far outside of what I'm prepared to run and ask you to come back to stuff I'm comfortable with.

That said, I do customize the world, game sessions, and encounters to your actions and character background. Your choices--good and bad--have a real impact on the game world. If you do something unexpected, I'll try to roll with it.

POWER CARDS:
To keep the game moving quickly, we use a bunch of game aids at the table. The most important are "power cards" that summarize your character's powers and items. I'll print them out for you unless you want to create your own. When you need new cards (for example, when you go up in level), please tell me a week in advance so I have time to make them for you.

MAGIC ITEM WISH-LIST:
Please provide me with a magic item wish-list containing any magic items that you would like your character to find. The list should include items that are 1-6 levels higher than your character. Include as many items as you like; more choices make it easier for me to find something that fits the adventure.

ABSENCES:
Please treat game night with the same respect you treat any social commitment. We're pretty flexible--we understand that people have work commitments, family visits, and so forth--but if you cancel frequently or at the last minute, it's disruptive and unfair to the people who do come.

If you're absent, your character "fades into the background"--he or she is technically present, but off camera. There's no experience point penalty for missing a session.

EXPERIENCE:
Every quest is worth a fixed amount of experience points. You get all of the experience regardless of how many monsters you kill--so clever solutions are a good thing! I award experience points as the plot progresses. Everyone gets the same amount of experience.

TREASURE:
Every adventure also has a fixed amount of treasure and magic items. Unlike experience points, you only get the treasure if you find it. I will try to seed treasure evenly from your wish-lists, but it's up to the players to decide who gets what.

NARRATIVE CONTROL & POWERS:
You have a lot of control over your character's action and appearance. 4th edition distinguishes between "crunch" (the rules of the game) and "fluff" (what the game world looks and feels like). As a result, you can describe your character's actions in any way you like, so long as the mechanical effect is the same.

For example, the hypothetical "Trip" power knocks enemies prone. That's the crunch. The fluff is up to you: you can describe your character tripping your opponent, menacing it with your sword so it stumbles over some rocks, a gut punch that knocks it to the ground, a pro wrestling move, or anything else you want... so long as the end result is that the enemy is prone (and nothing else).

So... have fun! Come up with a great character concept and ham it up. When you use a power, tell us what your character does, not which power you're using.

NARRATIVE CONTROL & HIT POINTS:

The same narrative control applies to hit points. In 4th edition, hit points and healing surges are an abstract concept. Typically, hit points represent stamina, endurance, and ability to dodge. Being bloodied represents first blood. Healing surges represent that cinematic surge of energy movie heroes use when they're beat up and backed into a corner.

However, you can describe hit points and healing surges any way you like. I'll describe a zombie as slowly being hacked to bits rather than dodging. An armor-plated monster will have scales fly off as it's damaged. Your character's hit points can represent his shield and armor being beat up, his luck running out, or something else. Again, have fun with it! Use your character concept and describe your character's damage and use of healing surges accordingly.

Similarly, when you reduce an enemy to zero hit points, the enemy isn't necessarily mortally wounded. Instead, the enemy is at your mercy. Any cinematic effect you wish to describe--such as a flourishing disarm, sword at the throat, knocking him into a chasm, etc--is fair game.

CHARACTER DEATH AND DM "CHEATING:"
I roll my dice in the open and I don't fudge dice rolls. It's possible for your character to die, but you'll usually see it coming. If your character dies, the rest of the party can choose to pay to have your character raised, or you can create a new character.

Every situation you face can be overcome; not every situation can be overcome by fighting. Sometimes the enemy team will be more powerful than yours. It's up to you to exercise the better part of valor when appropriate.

IT'S YOUR GAME
I may be the DM, but the game belongs to all of us... so have fun! If you'd like to change any of these house rules, or if there aspects of the game that you'd like to see more of (or less of), just say so. I'm open to any change that makes the game more fun for everyone.
 

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