Social Contracts?

DongShenYin

First Post
From what I've seen/read, one dissenting player can really tank a
whole campaign. There are some groups who write up social contracts
before the game even starts, to make sure everyone's on the right
foot. Do any of you guys do that, and can I see some examples of
social contracts?

--Dora
 

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Before each game, I do set peopel down and ask them if they want a cooperative game or a competative game. Namely, can the party trust the new PC they just met in the bar to not kill them all in their sleep when given watch?

The only time I've ever seen anything written, it was in character but due to metagaming. One player tried to screw over another player (which is something that player alwasy tried to do) but got the character killed for his actions (whcih always happened). He started making his new character and was making it specifically to kill the PC that had killed his old character. We reacted to this by sitting down and deciding to come up with party by-laws, which included, first off, a rule that said no mamber may kill another member, any that did would be hunted down and killed by the party. It went on and we spent several hours writing these up in character deciding how treasure is split, who votes for what and how many votes everybody gets. In the end, if the guy had brought his new character in, he'd have to settle down and behave himself. He opted not to get back in that campaign. However, because of those rules, and the military flavor it gave the party, we actually became a mercenary group and it all worked really well.
 

At 33, and having played since I was in grade school, I feel I'm too "old" for that crap.

Me: "We're here to have a good time. Don't be a bunch of bastards to each other. Save it for the NPCs."

Dumbass: "You're limiting my vision of my character as a dangerous loner..."

Me: "Well, don't let the door hit your loner ass on the way out."
 

Couldn't have said it better myself... ;)

JoeGKushner said:
At 33, and having played since I was in grade school, I feel I'm too "old" for that crap.

Me: "We're here to have a good time. Don't be a bunch of bastards to each other. Save it for the NPCs."

Dumbass: "You're limiting my vision of my character as a dangerous loner..."

Me: "Well, don't let the door hit your loner ass on the way out."
 

My Rules

Here is my "Rules and Policies Document" I give to new players.

In order to create a better role-playing environment for all of us, I have decided to enforce the following rules:

(DISCLAIMER – These rules may have a harsh tone because they were written when we had a “problem” player. Rather than revise them, however, I am leaving them as-is to emphasize my strong feelings in these matters. Please do not take offense. Thanks)

1. I’m going to spell it out, so there is NO confusion: I am the Dungeon/Game Master. While the game belongs to all of us, as it is a cooperative fantasy, I am in charge of interpreting and enforcing the RULES. That means, if it is convenient or desirable for me to bend or break a rule, I WILL. If you have a concern, you may certainly voice it; politely and rationally. However, my judgment is final. Your only recourse should you not be able to abide by my decisions is to leave the game. There are times I allow things because they are dramatically pleasing to me. I refer anyone who disagrees with this sentiment to read the first page of ANY edition of D&D or AD&D, and read the paragraph that always says that the rules are guidelines only.

2. Cheating of any kind will not be tolerated. You get caught cheating, you’re gone.

3. Read carefully. Each player comes to the game because they enjoy playing their character. HOW they play their character is of NO ONE’S CONCERN BUT THEIRS AND MINE. I refer you to Rule Number One above. AT NO TIME will any unsolicited comments about how ANYONE is playing their character be tolerated. Neither will everyone’s actions be questioned each time they make a move. No two players in this, or any other group, are the same. Each person enjoys different aspects of the game, and it is my job as DM to insure that everyone feels like they are contributing in their own way. If someone wants to play the game like Diablo without a computer, then I allow them to do that. If someone else wants to play in full role-playing mode with character accents and motivations, then that is fine too (but see Rule Number Four below). No particular way of playing D&D is right or wrong in MY GAME. If you feel you could do a better job playing someone’s character, too bad. It’s not your decision. Keep your opinions to yourself, or at the very least bring up your concerns to be privately. But don’t expect me to act on your advice. See Rule Number One.

4. There is one compromise we must ALL make to have a good time. My games are run as HEROIC FANTASY, in the tradition of Tolkien and Fritz Lieber. That means a group of adventurers working towards a common goal. While they may have differences, each knows they need the others to succeed in the tasks they have taken on. Therefore, if you want to play in the game, your character should not have actions or motivations that directly oppose the group, nor should you put them in harm’s way constantly just because “it’s what your character would do.” I’m sorry if that sounds like I’m limiting how people role-play. But conflict within the group is not fun for me, and is not fun to the majority of the people at the table. If you want to create a tragic Shakespearean character that is constantly at odds with the universe and everyone around him or her, go write a novel. If you are as good a role-player as you claim, you can come up with character motivations that are still fun to play, but allow good cooperation within the group of HEROES.

5. During combat, I would like to keep the discussion to each person being able to say one short phrase per round “in character”. This is to avoid there being long discussions during combat. General tactics should be worked out during your in-game discussions. Questions to the DM are always allowed any time.

6. Each character decides their own actions. You may, of course, ask for advice from the other characters (keeping in mind the in-game rules above), but you should base your actions on what your character would do in a particular situation. There are no absolute right and wrong decisions, and you will never learn if everyone but you is running your character.

7. The best way to survive is to try to become immersed in the action, to be in touch with what is going on around your character. Do not “metagame”. In other words, don’t try to outguess me and act on knowledge your character could not possess. Not only does it detract from the “role-playing” aspect of the game, but also you could be horribly wrong. Go with your instincts. See things from your character’s point of view. Act as your character would act.

8. The best campaign I was ever involved in borrowed elements from many different sources, such as movies and books. I sometimes do the same. If you think you recognize something, please keep it to yourself. First, the person next to you might not recognize the same things you do, and you would be detracting from their enjoyment of the setting. Second, and most importantly, I might be using a name, a look, a single event from something, and changing it drastically. Again, if you try to outguess me and use information your character doesn’t know, you could end up being wrong. Dead wrong.

9. We all like to joke around (god knows I’m guilty of that). But please refrain from making fun of things like names and such. D&D is best when it is immersive, when the players forget for a moment that they are in a game and actually live the adventure. The joke might be funny, but it could break a mood and pull everyone out of the story and back around the kitchen table. Work with me here, and we can all have more fun.

10. Character death is a real danger in my campaigns. Be prepared to occasionally lose a character. It’s part of the excitement, really.

11. Just like the song says, “Know when to walk away; know when to run.” You will occasionally run into something you can’t handle. There is no shame in running away, screaming like a cheerleader. Character death, is most of the time, permanent, and unpleasant. So be careful and use your head for something other than a place to keep your helm. Low-level characters can’t always be as heroic as they would like to be. Use hit-and-run tactics when necessary. Live and become more powerful. Evil will still be there when you are higher level.
 
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fredramsey said:
Couldn't have said it better myself... ;)

Well... time is short. Now life is short enough as it is, but time to game is even shorter. When I was 16 and could play in some dude's basement for four days, I wasn't really worried about how productive the game was.

Now... if I can get more enjoyment out of Fable, Warcraft III or some other non-RPG activity that's not wasting my time because the players and GM can't get along, I do. I just don't have time to sit through a bunch of he said/they said crap. Save it for the real world. Grab your sword, memorize your spells, and let's play.
 

I've used the MPAA movie ratings as game guidelines, based on who's playing and where. My current game is "R" rated. That may not seem like much of a limitation, but my wife doesn't appreciate some of the "NC-17" humor some of my gaming buddies are fond of.
 

I only have a few rules. The first is the blatant "I am the DM and what I say is the rules!" Of course, I am not abusive about it, but I am the DM after all. I also admit to my players that I cheat, if it further propels the story in such a way as I have it planned.

Look, if I have taken over 3 years to design a story, a campaign, and over 130 NPC's to populate my world, I am going to make darn sure that the PC's stay on course (somewhat). Sure, there is leaway, but the players also know that their ideas have been integrated into my story. Before we started, I made everyone give me a history, synopsis, and background of their character. I also gave each person the right to have one "item" on their character that is directly related to their past. Now, having said that, if I decide to cheat because it moves the story along the path that I have intended, then so be it.

My other rule is "NO Evil Characters!" I am most firm on that one. D&D is about good guys beating the bad guys, (or, in a very well done way, it can be the bad PC's stopping the good), and if the entire party is good guys except for one, 75% of my time as a DM is going to be spent refereeing the players against each other. How much fun is that?

As JayG said "Don't let the door hit your loner a** on the way out!"
 

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