Here are the table rules and conventions that I have come up with. Let me know what you think. Do you think that they come across as too formal and draconian or would most people simply think, "Hey that's pretty much what I do every session anyway."
I'm hoping that its the latter and I'm just putting my expectations in writing so everybody knows about them before we start and don't get a rude shock later on when one of the rules/issues comes up.
Olaf the Stout
1. Have fun. That’s why we’re all here in the first place. If you’re not having fun let me know why and I’ll see what I can do to change that.
2. If you can’t make it to a session, for any reason, let the DM know (my mobile number is 0401 873 814). Real life can be a bitch, but she’s a bitch you need to keep happy. Remember that it’s just a game. Even if you miss a world- shattering event in the game, you still didn’t miss a thing that will affect your actual life in any way.
3. If you cannot arrive within 15 minutes of the agreed-upon start time, call or message the DM (again my mobile number is 0417 873 814) so we know around about what time you’ll get here. The DM may or may not wait for you to start the game, depending on the situation and circumstances.
4. Bring your own food and drink. Feel free to share, but you are not obligated to do so.
5. Everyone must make his or her to hit, damage, skill check, saves, etc., roll when the DM asks. If you roll before you are asked you will be asked to re roll.
6. All rolls must be seen by the DM. If you roll and the DM didn’t see it you will be asked to re roll. After you roll, do not pick up the die. Otherwise you will be asked to roll again.
7. Should a die roll off of the table or not land completely flat it must be re rolled. The GM decides when a die is not completely flat.
8. Decide what your character is doing before your turn comes up in the initiative order. If you will be using a specific rule, spell, etc., in your turn, look it up beforehand and have it ready to show the DM if necessary. If you can’t decide what to do or you can’t find the rule, spell, etc., that you are looking for within a reasonable amount of time then you are considered to be delaying your action until the next person in the initiative order has had their turn. This helps to speed up combat and reduces boredom for everyone.
9. If you forget to add a bonus to your to-hit roll, save, AC, etc., or to use a special ability, activate an item or whatever and don’t realise until after your turn is over, too bad the action stands as it is. Get it ready for next round.
10. Please do not look at the DMG and the MM during the game. If there is something in there that you need to look up during the game ask the DM about it and then remember to photocopy it for your reference next session.
11. Please provide the DM with an up to date copy of your character sheet so that I can make your secret Spot, Hide, etc., skill checks and also so someone can still play your character if you happen to miss a session.
12. If you’re not going to be able to make it to the next game session leave instructions on what you want to do with your character. You have a couple of options:
· Another player of your choice runs your character
· The DM run your character
· Your character is elsewhere dealing with his/her own personal issues (depending on the circumstances this last option may not be available)
For the game sessions that you miss your character receives 2/3 experience if s/he is with the rest of the party and 1/3 experience if s/he is off elsewhere dealing with his/her personal issues. The PC of the player who ran your character for you will receive a bonus 10% experience for those sessions. If you choose to have another player or the DM run your character for you and your character dies, too bad.
13. No rules-laywering. If there is a rule dispute and the relevant rule cannot be found within a reasonable amount of time, the DM will make a ruling and all further discussion on the matter will be left until the end of the game session. In all but the most extenuating circumstances the decision made at the time will stand, even if the relevant rule is found at a later date (Yes people do make mistakes, myself included).
14. Try not to play other people's characters. Let people decide for themselves what they want their character to do, what skills, feats, spells, etc., they want to take. It may not be what you would have done in the situation but it is not your choice to make. Only give advice if it is asked for.
15. During combat, you may only offer advice to another character when it is your turn, in the form of instructions shouted from you character to someone else’s character. This means short, quick instructions, not detailed and elaborate discussions (remember that a turn is only 6 seconds long). New players who need help with their character may be an exception to this rule.
16. In general, try to remain in character. Out of character and off topic jokes and comments can be funny at times (and I’m guilty of this a lot of the time myself) but please try and keep it to a minimum.
17. If you make a mess please clean it up before you leave. Just because you are playing at someone else’s house doesn’t mean that you don’t have to clean up after yourself.
18. When speaking in character, at least try to describe things in terms your character would understand (i.e. talk about injuries and fatigue rather than hit points and spell slots, unless it's obvious you're not speaking in character).
19. This DM is not always right. If you notice something that you think is wrong, it probably is! Please bring it to my attention.
20. The DM is always right! If the DM does make a ruling, it is final, and ends all discussion until after the game session.
21. Minimize metagaming. Don't spend 10 minutes trying to find the perfect spot for your area-effect spells or trying to plan out "just the right path" of squares for your movement. Adhere to the rule of "What would my character do?"
22. Keep player knowledge separate from character knowledge. For example, you as a player may know that certain monsters are immune or vulnerable to particular things (such as trolls being vulnerable to fire), but does your character know? If the answer is no then your PC should act accordingly.
23. Play a character that will fit in with the group and also actually wants to adventure. You may think it would be great fun to play a mad half dragon barbarian that doesn’t talk to anyone outside his tribe or a cowardly barman who’s afraid of his own shadow but neither character would really fit in with your average group of adventurers. Pick something else instead.