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<blockquote data-quote="Shiroiken" data-source="post: 6359396" data-attributes="member: 6775477"><p>I'm not generally big on "Social Contracts," but that's because I demand a level of maturity from my players. I only game with reasonable adults who might disagree, but aren't <insert favorite expletive>. When I run public games, I let everyone know my style up front, and let them decide if it's worth playing (or coming back). I've had great success with this, and my Encounters table (when I ran one), was always packed.</p><p></p><p>I think it would be a good idea to lay out some ground rules at the outset (things that YOU need to have for the game to be fun for you). Make sure that everyone is aware of and agrees to these ground rules before they play. Otherwise, you'll probably be miserable or eventually quit.</p><p></p><p>If this is going to be a steady game, with little player turnover, have a session 0 where everyone discusses what they want out of the game. Find out what levels of inter-party conflict that everyone is comfortable with, and try and see how mature each player is. Generally better to play closer to mild than not, but make sure that the game might push some comfort zones (for example, if most players are comfortable with PvP, and one person isn't, you try to avoid it, but you don't stop it if it happens). Offer suggestions on treasure division, but don't force it.</p><p></p><p>If it's a rotating cast, keep it simple. Forbid inter-party conflict. No controversial topics. Treasure division is always tricky, but I suggest dividing up the treasure by shares (shares = PCs x2 - magic items), with a PC gaining 2 shares if they don't get a magic item.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 6359396, member: 6775477"] I'm not generally big on "Social Contracts," but that's because I demand a level of maturity from my players. I only game with reasonable adults who might disagree, but aren't <insert favorite expletive>. When I run public games, I let everyone know my style up front, and let them decide if it's worth playing (or coming back). I've had great success with this, and my Encounters table (when I ran one), was always packed. I think it would be a good idea to lay out some ground rules at the outset (things that YOU need to have for the game to be fun for you). Make sure that everyone is aware of and agrees to these ground rules before they play. Otherwise, you'll probably be miserable or eventually quit. If this is going to be a steady game, with little player turnover, have a session 0 where everyone discusses what they want out of the game. Find out what levels of inter-party conflict that everyone is comfortable with, and try and see how mature each player is. Generally better to play closer to mild than not, but make sure that the game might push some comfort zones (for example, if most players are comfortable with PvP, and one person isn't, you try to avoid it, but you don't stop it if it happens). Offer suggestions on treasure division, but don't force it. If it's a rotating cast, keep it simple. Forbid inter-party conflict. No controversial topics. Treasure division is always tricky, but I suggest dividing up the treasure by shares (shares = PCs x2 - magic items), with a PC gaining 2 shares if they don't get a magic item. [/QUOTE]
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