DonTadow said:
So what's the biggest risk... losing a few people whom may take offense, or taking in a few socially inept people.
This is a non-existent binary. Your idea is premised on the idea that one needs a set of written rules to weed out those who are debilitatingly socially challenged. I think meeting people for coffee for half an hour sometime before they show up at your home is not only less obtrusive; it's more effective in finding people likely to be socially disruptive.
I didn't bring up the analogy to enworld forums, Fusanginite did, and from waht I've gathered so far, you two seem to be in agreement on this. HIs point was that "what if enworld had rules" to which I answered... well err "they do have restrictive rules".
That wasn't me.
Lamoni said:
With an hour you can weed out the worst of them. There will be others that slip through the cracks. If a socially inept person makes it into your group, they can always be asked to leave. If someone comes into my house and starts breaking my things I'll ask them to leave. I won't start telling every visitor from that time on that breaking things in my house isn't allowed though.
Good point. If you can't notice problems in an introductory meeting, there is always the solution of not inviting problematic people back rather than this crazy pre-emptive strike which, frankly, is more likely to attract socially dysfunctional people than it is to repel them.
Especially for things that common sense doesn't work for. If you don't like shoes to be worn in your house, you should let people know that. If you prefer to game with a lot of diplomacy and other role-play with little fighting, you should let people know. If you like making decisions on the fly and don't like to be bothered if it doesn't exactly jibe with what is in the rulebook, you should let people know that too. In other words, I prefer to only advertise things that are most likely different from what most people would expect. This would include the no breaks for food rule. I definately wouldn't expect that going into a game and would like to be told upfront. I might decide I don't want to live by that rule and not join, but that is a decision I would like to be able to make upfront and not be kicked out two weeks later because I wanted to order pizza.
Congratulations, again, on trying to carve out some kind of middle ground here. That's one of the main things I do in initial meetings with people: I explain all the ways that my game deviates from the norm to see if that's okay with them. But this is done in a way that explores our potential compatibility; the behaviour rules approach doesn't give people the sense you are mutually testing your compatibility; it gives them the sense you have power/authority issues.
freebfrost said:
I don't question the ends, I question the means.
You've hit the nail on the head here. The goal is to keep crazy people out of your campaign. In my view, a crucial part of this strategy is to (a) make sure you don't turn away sane ones, which I think the rules list does and (b) use effective tests to discern people's level of social dysfunction which again, I question whether the rules are.
Emirikol said:
What we try to do is share our negative experiences in the past and emphasize that the game is more fun if:
a) people show up on time and ready to participate in the game
b) people respect the DM and the other players
Agreed.
c) people don't selfishly stop the whole game because they can't get their life together in the 332 hours between games
Ordering food together or discussing non-gaming related things is not, in my view, selfish. Rather, doing those things helps to deepen social bonds in the gaming group which leads to, in my experience, a better group dynamic and richer, more enjoyable play. So, what you call selfish, I call community-building.
d) people tell the DM in the questionaire what they want in a game so that the DM can prepare ahead of time
Actually, I'm more of a fascist than you in this respect. I tell people what kind of game I run and they can join or not.