Rules for a new D&D group

Joshua Dyal said:
See, now you're talking about way too much information, as far as I'm concerned. Gaming in my neck of the woods is a bit more casual than that, and this kinda stuff can be figured out on arrival. If the charter above is supplemented by another charter with those kinds of questions, I'd be turned off by the formal and formalized nature already.

Just for that Josh, I'm gonna make you raise your hand to request potty breaks during the next Cthulhu session. And henceforth, you're only allowed to eat alfalfa sprouts and rice cakes during the game -- all other eating must be done beforehand!!

Seriously Merak, the rules are fine and seem to come from a genuine desire to avoid potenital conflict and/or poor group dynamics. That's all good IMO, but you may wish to abridge or consolidate the list to a simple/basic ten rules. Those interested in your group can be given the full version over the phone or in person. I believe you're trying to keep incompatible souls from attempting to join up, not scare away those who might otherwise be a decent fit for the group. Provide a broad overview that seems friendly and let those interested hear the rest in a conversation.
 

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Quickbeam said:
Just for that Josh, I'm gonna make you raise your hand to request potty breaks during the next Cthulhu session. And henceforth, you're only allowed to eat alfalfa sprouts and rice cakes during the game -- all other eating must be done beforehand!!
As long as I can spread my alfalfa sprouts and rice cakes all over the table! ;)

Seriuosly, Merak, it's your game, so do what you want (although you did ask for feedback) but I think Stockdale's captured my position much more succinctly and clearly than I have. You can say all those same things in a more informal way, and greatly increase your odds of getting what you're looking for in a new gamer.
 

Keith said:
What people consume before they arrive should not really occur to you to be your business, in my view. If you don’t like a guest’s behavior, by all means ask them to leave. Ask them not to drink before they come over? Might not seem too friendly to a stranger.

As the wife, I will not allow people who are under the influence of drugs or alcohol to be around my children. End of subject.

Emerald
 

Keith said:
What people consume before they arrive should not really occur to you to be your business, in my view. If you don’t like a guest’s behavior, by all means ask them to leave. Ask them not to drink before they come over? Might not seem too friendly to a stranger.
Honestly, I think it's completely my business if someone shows up to my game intoxicated in some way. I fail to see any other way it could be viewed.

If you had a glass of wine with your dinner, that's one thing, but it was clear to me that this rule involved a significant amount of alcohol.
 

I'd suggest cutting this back a bit and making it less formal.
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.
1. No tobacco, drugs or booze. Full stop.
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).
2. Players must be child and baby-friendly and not offended by the sight of a woman nursing a baby. If you've got young kids, the house is set up to cater for toddlers, so feel free to bring them. Naturally if they're too disruptive we'll need to make other arrangements.
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!).
4. We intend to meet every friday evening or saturday afternoon/evening. If you can't make it you'll be expected to contact us so we can work out alternatives.
5. A certain level of maturity, seriousness, and respect are expected of all players.
You already covered 'not coming to meetings' in 4, and frankly if someone doesn't understand what 'maturity, seriousness and respect' means, then they're not going to be reading this charter...
6. We require of all members either a basic understanding of the rules or a genuine desire to learn them.
I don't think you need a) - it just emphasises the main point.
Perhaps add

"The group are all knowledgable and are willing to help new members who are not".
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…).
I'd probably extend this to include the SRD.
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.
It seems odd that you feel you need to include this - most players I know would simply assume this. Have you had any problems with this before?
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.
This one would turn me off right away. I'm looking at a DM I don't know, who will be unwilling to let me contribute to decisions, and feels strongly enough about it that he's written out his own "the DM is always right" sign.

I'd suggest changing the language if that's not what you mean.
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.
Easy enough.
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.
I'd probably suggest that you don't bring up "we're liberal/democrat pagans".

Perhaps you should just emphasise that real world politics and religion won't be a part of the game?

Otherwise it sounds like it WILL be a part of the game - after all, you feel strongly enough about it that you put it in these rules...
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.
Sounds good.
 

Your input has been appreciated folks. I'll see if I can abbreviate this into a more new-player friendly format. I swear I've seen these sorts of rules posted here before.
 


Here's my house rules just as I sent them to my players.

<TABLE cellSpacing=0 cellPadding=0 border=0><TBODY><TR><TD class=ms-formbody>Alignment restrictions:

Yes, I am placing one of those wierd DM restrictions for this campaign. This one is on alignment, you'll need to take one of the "good" alignments, neutral, lawful, or chaotic. It will become clear once we start as to why. Or not. =)

Shopping and dealing with NPC who want to trade:

Also, you may want to think about pumping those couple extra skill points every level or every other level (you know the ones you just don't know what to do with) into diplomacy and/or sense motive and appraise. There's always a merchant or two that will try to get the best of you and having those skills can only help.

Courtly Intrigue:

Remember to kiss the nobles ass, your not kissing mine your kissing the nobles =). Or to put it in kinder terms, be respectful. I will of course have the noble react favorably depending on how much you slather on the butt kissing and have them react unfavorably if you treat them with disrespect.

Nonmagical Items:

Remember, if it aint in your pack (on your sheet) you aint got it. Magic items up the wazoo dont mean jack if your stuck at the bottom of a pit and dont have the necessary equipment to climb out (remember the "zap" trap!) so make sure your ready as a team for just about anything. Dress for the weather, its spring but in the north it gets cold be sure you have enough protection to cope with the environment.

Skills and Feats:

Once you pick 'em, you got 'em! So be mindful of your feat chains etc.
</TD></TR></TBODY></TABLE>


It's worked pretty well so far. Less is more.
 

diaglo said:
what about potty breaks?
I think I know where this one is coming from. Poor guy had the unfortunate luck to be seated next to me while I was on a coffee binge, forcing him to get up countless times to let me visit the restroom.

Stuff goes thru me way faster than beer.

On topic: I like the rules as written. It lets the newbie know up front how you guys like to game. Several of your rules are different from the norm. Some folks like to drink (alcholo) during a game. I would never expect kids to be running around, but I would welcome it, especially if I could bring my own boys and have them entertained during the game.
 

In two decades of gaming, I have never found a set of formal rules like this necessary. The majority of people I've gamed with have been met through gaming.

For some of these issues, things are just worked out informally. (And are subject to change with as situations change.) When play styles or personalities clash too much, each side just goes their own way after a few sessions. Nobody wants to keep gaming with someone they don't enjoy gaming with. Problem players are dealt with as they occur.

(The only real problem player I've dealt with was one of the few people who I was friends with long before we gamed together. And, we managed to remain friends.)

Not only would I find formal rules off-putting, that list is over the top. Every group I've played with has regularly broken at least one rule on that list.

But, you asked for opinions, and that is mine. I recognize that the experience and play style of others may differ from mine. If this works for you and your group, if it improves your gaming experience, more power to you.
 

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