Social Contracts?

Just find a group that fits you

Basic rule of thumb is the Peas of a Pod rule.
Find a group that plays the way you do, or want to play like.

It's that simple.

Now for the never an Evil Character rule, sometimes if done right no but the DM knows. I've seen NE Rogues pull it off, when the Paladin questioned her about it, she blamed it on an enemy her mother had killed while she was in the womb. She never did anything bad to the party, maybe skimmed here and there but that was it (And what rogue hasn't).

Once when I Dm'ed, we just wanted a one-shot. (I had called around to my friends about 30 minutes beforehand and said let's do an Evil one-shot.)
They had a blast. Every now and then its good to get it out of their systems.
Then the very next week, we were back to playing our Heroic characters.
 

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Sorry for the confusion. I didn't mean social contracts as in "sign this and if you break it, we take your firstborn". I meant it more in terms of "this is the way we play, if you want to join up, can you live with these guidelines?"

--Dora
 

I think a lot of players can be turned off by a first impression that includes what basically amounts to a list of demands. Players are hard enough to find as it is.

I dunno is a codified "contract" is necessary. I'd rather players just show up, try the game out, and see if it's for them.
 

At this point in my life, I would hope that I never need such a thing. At this point, I prefer to play RPGs with folks who are mature and wise enough that it would be unnecessary.

However, not everybody has my preference, or have a player pool that makes such preferences workable. Even then, I expect that such a written contract would not be a positive thing for most players. I'd expect that the vast majority of those who would need the contract would ignore it. The ones that don't need it will often be offended by it.

You'd probably have better luck by including a few careful words in your initial talks with the player, to the effect of, "I know this goes without saying, but I say it for completeness anyway - we want mature folks at the table who are interested in helping everyone have a good time. Now, let me tell you about my house rules..."
 

If you need to create a document that regulates player conduct, the document won't help. If people cannot follow the basic social cues and etiquette necessary to interact harmoniously with other players, no amount of formal documentation will help.

I've recently moved to a new city and am, for the first time, putting together a gaming group that includes people I'm not already friends with. So, my strategy is to meet each potential player individually over coffee and see how socially on the ball they are. Some of my assessment will come from the verbal content of our interactions, some from the non-verbal.

I recommend against creating the document you propose -- it might give new players the impression they have fallen in with a bunch of social retards.
 

Well, yeah. They've joined a bunch of fantasy role-players. They HAVE fallen in with social retards.

:D

But I agree. I also find I have a very very hard time kicking people out. So hard, in fact, that I've never done it, even when players are driving me crazy. I guess they've never driven me SO crazy that I was willing to go to that extreme.

But be cautious about who you game with. Go to local cons and game stores and meet people where you can interact with them without any commitment. Play a few games with folks and you'll see what they're like and if you want to game with them.

It's like hiring. You're almost always far, far better off NOT bringing somebody in than bringing in somebody you don't really want. Better to wait -- because it can be awful hard to get rid of them.
 


My campiagn rules
1) You have six seconds to act in any particular round. If you do not declare your action within this time limit you will forfeit your turn. From the time you declare your action until you resolve your action (i.e rolling dice, referencing a rule) there is a 30 second time limit.
2) Do not roll any dice without first being prompted by the DM. Your result will be negated. (I don’t care if you rolled a 20 and an 18 and another player witnessed both of them, they are negated.)
3) Conversation across the table is strictly forbidden. Rule clarifications (where in clarifications do not include metagame knowledge) are permissible.
4) Unless you specifically state otherwise, anything said by you is assumed to be in character.
5) Complaints are to be lodged after the game has concluded. Ample time is provided after the game so that every complaint can be reviewed by the DM. Complaints during game play not only slow down the game, but also ruin the experience for everyone.
6) Attendance is mandatory. If you cannot make it for whatever reason it is YOUR job to notify the DM in advance. Finding out from a 3rd party or five minutes beforehand sucks and you’re character will not be excused. If by some stroke of luck something bad happens to your PC in such an instance it is the sole result of your irresponsibility.
7) Your PC’s are not immortal. Yes, they are heroes, but even heroes do die (usually serving to heighten their popularity). Do not be surprised or angry when your 14th level character is slain. :):):):) happens.
8) Failure to abide by the rules can result in the following depending on the seriousness of the transgression and habitualness:
o Loss of hit points
o Loss of XP
o Loss of items
o Loss of levels
o Character death
o Banning from the campaign
9) These rules are subject to change.

Explanations because I'm sure I look like a DM with a god complex:
1) This is a result of players BSing when its their turn. Also its annoying when its the 6th round and people still don't know their turn. Especially annoying considering I maintain a dry erase board with the initiative order written out.
2) This stems from repeated instances of suspected cheating (like the fighter who rolled 10's for hp for 7 straight levels).
3) Character A is talking to the mayor of the town about mysterious disappearences. Players B, C, and D are in the background chanting WEEEEEEE-JAAAAAAAASSSSSS, 'nuff said.
4) Players seem to not realize that I don't enjoy a multitude of jokes when I'm trying to run important meetings with them and colorful npc's. Also, its great drama when a party member happens to call a guard a turd in a tunic (true story)
5) Its just disruptive.
6) Now I understand there's exceptions (grandmom's dead) but for a player to miss out after calling 45 minutes into the scheduled start time because he wants to jam with his band or because this girl wants to go somewhere with him is just inexcusable.
7) Gotta lay this out in th beginning.
8) What good are rules without penalties?
9) Because sometimes new problems present themself.
 



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