Quitting a group & starting anew..ground rules?

Should a DM lay down ground rules like those described?



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Emirikol said:
If we slimmed it down, what info should I REALLY be looking for in potential gamers?

I think asking for basic contact information is a wise move: I often send my group quick text messages or emails if I need to check or change the game time, and it's never a bad thing to have.

But if I was doing a questionnaire like this (and following your post, I was thinking a bit about this last night) I would steer clear of all these "Not a test, but they totally are" questiosn about how people game: like your rules, they seem too confrontational.

I would ask questions about their gaming history and general likes: what is your favourite RPG, and why? What games have you played/ran? If given total freedom, what kind of character would you like to create, and why? Do you have any other major non-gaming hobbies?

If I was going to ask any questions like yours about how they'd behave at sessions, I'd phrase them carefully. Perhaps like this:

Our game sessions start at 1800/1830. How often do you think you would be able to make this time?
(1) I can see not problems making this time every session.
(2) I may have the occasional clashing schedule, but I can make it most weeks.
(3) I can't commit 100% to this time regularly.


Please list below reasons why you might see yourself missing a session, e.g. job schedules, family commitments, transport issues, etc,

Sure, it's still got the "trick question" feel to it: who would join a game flat-out knowing they can't make the sessions? Perhaps. I guess I'm anticipating reasonably sensible answers, like, "I work across town and as long as I finish on time, I can make it, but if I get stuck locking up I may need an extra hour", or "I need to get an awkward train to get to the place you play so I either arrive 25 minutes early or 15 minutes late". I wouldn't structure it around the "Can I bring drugs?" people, rather hoping the fact there is any writing at all might put them off. ;-)

Apart from that, I'd also probably ask about their transport, because although my current group has 3 players with cars it's rare more than one of them brings it to a session because parking around me isn't spectacular. One player walks and one players lives with me (in the same bed, no less. Oo-er ;-) ) but this leaves 5 players who potentially might all be using public transport, which of course means I have to stop in time for them to make their way home.

I might include some of our house rules, like "We take a break at 9pm so everyone can sort out food then, with convenient take-out joints just outside": but that's different from saying "I hate it when people go to get food mid-way through my game, the scum." :-> I might mention things about their chances of survival if it's drastically different from the norm: like "we're playing a grittier D&D, don't expect to be as hard as usual" or "we're playing a Cthulhu campaign, you may survive at least 3 session!" ;-)

However, I think some of the previous posters are right in saying that a physical meeting is probably a good idea. Less practical for you if you constantly take new people on, but I'd consider rounding up some of my other players and then going with the potential newbie on some kind of general issue "hang-out" event, be it a pub visit, a meal, a trip to the cinema or whatever. Bringing along extra people might be a little intimidating for the other guy, but can help you get an idea for if this guy can deal with your group: someone can be perfectly pleasant individually, but just chafe horribly with your group. Plus, if you find it awkward being around someone while they eat, or find them too loud while you try to concentrate on the film, do you really want to play an RPG with them, especially in your own home?

Once again, I've rambled. Sorry. :>
 

Emirikol said:
If we slimmed it down, what info should I REALLY be looking for in potential gamers?

I don't see a problem with asking about play style or flavor preferences, but I think the key is to phrase each potential answer (if you want to make it multiple choice) the way a person of that play preference would phrase it. (as opposed to an obnoxious strawman of their possible answer such as you see in a regretable number of polls on play style). The easy way to do that is to pick a style question, pose it to a varied group of reasonably articulate games (like you have here for instance) and use some of their responses.

btw, one odd thing I noticed about one of your rules. You say that every player should expect their character to die, and pretty much dis anyone who doesn't like meat grinder campaigns with "try to be mature about it." But later and in another thread, you laid out your actual rules on character death, which seem designed so that a well run character in a reasonably cooperative group probably shouldn't expect to die except in extraordinary circumstances, and if a character does die casually there may have been some in or out of character pettiness responsible for it. It seems like your rules actively misrepresent your play style, and (unless you have a really petty group) may drive away the players who could enjoy and contribute to a campaign run under such rules. Why not actually include those death rules along with a clear statement that, for instance, you don't change enemies mid combat even if the group is overwhellmed and there will be times when running away real fast is the better part of living? Why try to make your group appealing to those who play disposable characters when your rules seem to support long term character building? :confused:
 

Steel_Wind said:
Hey fusangite,

Drop me a pm here or an e-mail on the DLA site. Have a few things to discuss you might be interested in.
I don't seem to be able to do either. You can reach me via my handle @sympatico.ca. I look forward to hearing from you.
 

DonTadow said:
I'd definatly faile the 10 minute thing, I get so bored at work, I need to defend and issue for no apparent reason other than to hear the others side.

It's Nuke. It's hard for me to find really good mods and coding for the Nuke offshoots
I sleep for a few hours and miss the rest of the thread... sigh. :\

You might want to look into Nuke-Platinum; I've had good luck with it and it has a lot of integrated features that have been very useful.
 

freebfrost said:
I sleep for a few hours and miss the rest of the thread... sigh. :\

You might want to look into Nuke-Platinum; I've had good luck with it and it has a lot of integrated features that have been very useful.
I"ll look into it, I"m researching it now. I'll register for your site and send you my email on there.
 

DonTadow said:
But, now that I think about it, perhaps I am swayed because I am a journalist by trade. I don't have a problem asking people tough questions in my personal or work life. My train of thought is that if you have nothing to hide there should be no offense taken.

Interesting. Read much 1984? :p
 


Kahuna Burger said:
I don't see a problem with asking about play style or flavor preferences, but I think the key is to phrase each potential answer (if you want to make it multiple choice) the way a person of that play preference would phrase it. (as opposed to an obnoxious strawman of their possible answer such as you see in a regretable number of polls on play style). The easy way to do that is to pick a style question, pose it to a varied group of reasonably articulate games (like you have here for instance) and use some of their responses.

btw, one odd thing I noticed about one of your rules. You say that every player should expect their character to die, and pretty much dis anyone who doesn't like meat grinder campaigns with "try to be mature about it." But later and in another thread, you laid out your actual rules on character death, which seem designed so that a well run character in a reasonably cooperative group probably shouldn't expect to die except in extraordinary circumstances, and if a character does die casually there may have been some in or out of character pettiness responsible for it. It seems like your rules actively misrepresent your play style, and (unless you have a really petty group) may drive away the players who could enjoy and contribute to a campaign run under such rules. Why not actually include those death rules along with a clear statement that, for instance, you don't change enemies mid combat even if the group is overwhellmed and there will be times when running away real fast is the better part of living? Why try to make your group appealing to those who play disposable characters when your rules seem to support long term character building? :confused:
Phrasing is key. Note that, in one example "You should expect that your character may die, and take it like a champ if it does occur," rather than implying that a character is dead as soon as the miniature hits the mat...

KB has a good suggestion on that point, at least.
 


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