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<blockquote data-quote="buzz" data-source="post: 2684295" data-attributes="member: 6777"><p>I started a <a href="https://www.enworld.org/index.php?threads/134499/" target="_blank">thread about this</a> a while back in an effort to develop my own set of rules. I'd like to think that implementing them in my current game has helped speed things up a bit, or at least helped us focus on the fun and not the dithering.</p><p></p><p>Buzz's Table Rules v1.0</p><p></p><p>0. Have fun. That's the whole reason we're here. If you're not having fun, speak up so we can do something about it.</p><p></p><p>1. The DM is in charge; what he says goes. Quickly pointing out a rule if you know it is fine, but if you want to argue a ruling at length, save it for email. Deal and move on.</p><p></p><p>2. Run *your* character, not everyone else's. OOC advice should be given only if asked for. "Character by committee" is simply no longer allowed. This rule can be bent somewhat for people still learning the rules.</p><p></p><p>3. When your PC's initiative comes up, either be ready to go in a reasonable amount of time or your PC will be treated as delaying. Use the time between your turns to make your plans and pay attention to what's going on. When your turn is over, we're moving on. If you forgot about a bonus or a special ability you could have used, get it ready for next round.</p><p></p><p>4. Pay attention to the game. Don't talk over other players or the DM, and don't talk about movies or TV when other people are trying to play. If you need a break, let us know and we can take a break.</p><p></p><p>5. Minimize the metagaming. Don't fiddle with the placement of your area-effect spells for twenty minutes or plan out "just the right path" of squares for your movement. Adhere to the rule of WWMCD? ("What would my character do?")</p></blockquote><p></p>
[QUOTE="buzz, post: 2684295, member: 6777"] I started a [URL="https://www.enworld.org/index.php?threads/134499/"]thread about this[/URL] a while back in an effort to develop my own set of rules. I'd like to think that implementing them in my current game has helped speed things up a bit, or at least helped us focus on the fun and not the dithering. Buzz's Table Rules v1.0 0. Have fun. That's the whole reason we're here. If you're not having fun, speak up so we can do something about it. 1. The DM is in charge; what he says goes. Quickly pointing out a rule if you know it is fine, but if you want to argue a ruling at length, save it for email. Deal and move on. 2. Run *your* character, not everyone else's. OOC advice should be given only if asked for. "Character by committee" is simply no longer allowed. This rule can be bent somewhat for people still learning the rules. 3. When your PC's initiative comes up, either be ready to go in a reasonable amount of time or your PC will be treated as delaying. Use the time between your turns to make your plans and pay attention to what's going on. When your turn is over, we're moving on. If you forgot about a bonus or a special ability you could have used, get it ready for next round. 4. Pay attention to the game. Don't talk over other players or the DM, and don't talk about movies or TV when other people are trying to play. If you need a break, let us know and we can take a break. 5. Minimize the metagaming. Don't fiddle with the placement of your area-effect spells for twenty minutes or plan out "just the right path" of squares for your movement. Adhere to the rule of WWMCD? ("What would my character do?") [/QUOTE]
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