MerakSpielman
First Post
Due to the lamentable and strangely quiet break-up of my current gaming group, myself, my wife, and a good friend are starting up our own D&D group.
I understand that it's a good idea to have a charter or list of rules for new players, so they know what's expected of them, what kind of behavior is acceptable, make sure they are compatible with the founding members, and see if this group has any quirks they need to know about beforehand, etc...
I'm putting together such a list and would appreciate feedback and suggestions.
1. Our sessions are smoke, alcohol, and drug free. Players who show up under the influence of drugs or alcohol will be allowed to sober up, sent home, and not invited back.
2. Players must be child and baby-friendly and not offended by the sight of a woman nursing a baby during the game. Parents of small children can, at their option, seek babysitting, but children are allowed to come, as long as they are not overly disruptive. The house where we meet is full of toys suitable for young children (though kids older than 4 might find our selection boring).
3. People who are allergic to cats or dogs should show up at their own risk.
4. Scheduling: The ideal situation is to meet every week Friday evening or Saturday afternoon/evening. We realize this is not an ideal world. If you can’t make a game, contact the rest of the group as early as possible so that
a. an alternate meeting time can be arranged (preferable);
b. another player can be assigned to play your character for that session (at least the game goes on); or
c. the session for that week can be canceled (a last resort!).
5. A certain level of maturity, seriousness, and respect are expected of all players. For example:
a. Crude and tasteless humor is generally inappropriate (i.e., racial or gay jokes are prime examples of this).
b. Not showing up for a session without notifying the group or having a good reason is not tolerated. This inconveniences the entire group and shows a great lack of respect.
c. Insulting or degrading other players around the table for any reason.
d. Etc…
6. We require of all members either a basic understanding of the rules or a genuine desire to learn them.
a. All players, particularly new ones, are encouraged to ask questions during the game to increase their understanding of the rules. We're all willing to help new folks get up to speed, and realize it could take a few months.
7. All players must either have their own copy of the Dungeons and Dragons Players Handbook (edition 3.5), or have access to this book outside of the game (for reference, leveling up, etc…).
8. Players are responsible for keeping their character sheets updated. Equipment, money, statistics, etc… The DM has the right to audit sheets if something seems off.
9. The DM is a referee, not a dictator. However, to maintain game flow, please allow the DMs rulings during the session to stand undisputed. Sometimes the DM will make bad calls. Sometimes the DM will make overly generous calls. These average out in the long run. Rulings may be disputed after the session, but history will not retroactively change, even if the DM was wrong.
10. It is highly preferable, though not absolutely required, for all players to have access to email. Discussions, scheduling issues, and other miscellaneous topics are easily discussed via email.
11. Though people of all religions, sexes, political orientations, sexual orientations, etc are welcome, prospective members should be aware/warned that the founding members of the group are strongly liberal/democrat pagans. If this makes prospective members uncomfortable, they should consider themselves duly warned, though games sessions are generally not the time or place for political/religious discussions of any stripe.
12. We are playing this game to have fun and enjoy the company of a group of people who share, if nothing else, an interest in D&D. If something is happening that is spoiling your enjoyment of the game, please bring it to the attention of the DM, in private if you desire. Your concerns will be kept confidential and will be dealt with.
I understand that it's a good idea to have a charter or list of rules for new players, so they know what's expected of them, what kind of behavior is acceptable, make sure they are compatible with the founding members, and see if this group has any quirks they need to know about beforehand, etc...
I'm putting together such a list and would appreciate feedback and suggestions.
D&D Group Charter
1. Our sessions are smoke, alcohol, and drug free. Players who show up under the influence of drugs or alcohol will be allowed to sober up, sent home, and not invited back.
2. Players must be child and baby-friendly and not offended by the sight of a woman nursing a baby during the game. Parents of small children can, at their option, seek babysitting, but children are allowed to come, as long as they are not overly disruptive. The house where we meet is full of toys suitable for young children (though kids older than 4 might find our selection boring).
3. People who are allergic to cats or dogs should show up at their own risk.
4. Scheduling: The ideal situation is to meet every week Friday evening or Saturday afternoon/evening. We realize this is not an ideal world. If you can’t make a game, contact the rest of the group as early as possible so that
a. an alternate meeting time can be arranged (preferable);
b. another player can be assigned to play your character for that session (at least the game goes on); or
c. the session for that week can be canceled (a last resort!).
5. A certain level of maturity, seriousness, and respect are expected of all players. For example:
a. Crude and tasteless humor is generally inappropriate (i.e., racial or gay jokes are prime examples of this).
b. Not showing up for a session without notifying the group or having a good reason is not tolerated. This inconveniences the entire group and shows a great lack of respect.
c. Insulting or degrading other players around the table for any reason.
d. Etc…
6. We require of all members either a basic understanding of the rules or a genuine desire to learn them.
a. All players, particularly new ones, are encouraged to ask questions during the game to increase their understanding of the rules. We're all willing to help new folks get up to speed, and realize it could take a few months.
7. All players must either have their own copy of the Dungeons and Dragons Players Handbook (edition 3.5), or have access to this book outside of the game (for reference, leveling up, etc…).
8. Players are responsible for keeping their character sheets updated. Equipment, money, statistics, etc… The DM has the right to audit sheets if something seems off.
9. The DM is a referee, not a dictator. However, to maintain game flow, please allow the DMs rulings during the session to stand undisputed. Sometimes the DM will make bad calls. Sometimes the DM will make overly generous calls. These average out in the long run. Rulings may be disputed after the session, but history will not retroactively change, even if the DM was wrong.
10. It is highly preferable, though not absolutely required, for all players to have access to email. Discussions, scheduling issues, and other miscellaneous topics are easily discussed via email.
11. Though people of all religions, sexes, political orientations, sexual orientations, etc are welcome, prospective members should be aware/warned that the founding members of the group are strongly liberal/democrat pagans. If this makes prospective members uncomfortable, they should consider themselves duly warned, though games sessions are generally not the time or place for political/religious discussions of any stripe.
12. We are playing this game to have fun and enjoy the company of a group of people who share, if nothing else, an interest in D&D. If something is happening that is spoiling your enjoyment of the game, please bring it to the attention of the DM, in private if you desire. Your concerns will be kept confidential and will be dealt with.
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