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Table Rules

shadowoflameth

Adventurer
There was a thread out there about how DM's sometimes misbehave to the point of players leaving the game. As a player, I've done so. I'll throw this out there. What rules do you have at the table that are, 'I'm not inviting you back.' triggers?

In my game, we only have a couple of real rules. Other than rule zero is 'Don't be a jerk.'

1). Let them play. Saying things like 'You're playing that character the wrong way,' will get you kicked out.
2). No Joke Names. Recommended by Skip Williams. If you name your fighter Sir Seymour Butts, you'll get tired of it and so will everyone else.
3). No iconic Names. Same recommendation. Don't name your barbarian Conan or your wizard Merlin or Gangalf because your character is unique. You'll get tired of explaining, 'no, not that Conan.'
4). No Player vs. Player (exception) if it's story driven and you are sure that you're not breaking rule zero. Usually only at the last session of that party's career.

All of these are discussed whenever a new player joins for the simple reason that having these rules broken is not fun.

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Caveat to #1 - "Well that's what my character would do" is not a valid excuse for poor behaviour. It is the player's responsibility to make a character who will fit in as part of an ensemble in a dungeon delving D&D party. Spotlight hogs go here too.
 

My Table Rules are as follows, and I post them to the campaign forum of all my games. This one below is for my regular group in a longer campaign. I change them a bit for my one-shot games.

1. Before doing or saying anything, remember to consider the goals of play by asking yourself, "Is what I'm about to do or say going to be fun for everyone at the table? Is what I'm about to do or say going to help create an exciting, memorable story?" If the answer to either of those questions is "No" or "I'm not sure," then choose to do or say something else.

2. Make use of the improvisational technique known as "Yes, and..." When hearing a serious idea or proposal from another player, accept the idea then add to it. Try to find the good in it and think of ways it can work rather than ways it can't.

3. Describe what you want to do by stating a clear goal and approach. A question is not a statement of goal and approach, nor is asking to make an ability check or the like.

4. When the spotlight is on you, act immediately. Your turn is for acting, not for thinking about what to do.

5. If, for some reason, you choose to attack or otherwise hinder another player character, the target of the attack will get to decide whether it hits, misses, or dice are involved. Remember to pass all your intended actions through the filter explained in 1 above first, of course.

6. Your characters all know each other, have history together that we will flesh out, and trust each other at least enough to go on dangerous adventures together. They don't have to be best friends, but they've got each other's backs. Establish your character ties accordingly.

7. "Metagaming," defined here as using player skill or knowledge that a character might not necessarily have, is fine as long as it's fun for everyone and helps contribute to an exciting, memorable story. Assumptions can be risky though so it's skillful play to verify your assumptions through in-game actions before making choices based on them.

8. This is not a safe space and, while I will not be including any content that is more graphic or disturbing than the D&D genre would suggest, you are encouraged to take any off-color humor as being good-natured, if sometimes "inappropriate." If you're thinking of making an off-color joke, know your audience and consider whether you may give offense before putting it out there.
 

2). No Joke Names. Recommended by Skip Williams. If you name your fighter Sir Seymour Butts, you'll get tired of it and so will everyone else.
3). No iconic Names. Same recommendation. Don't name your barbarian Conan or your wizard Merlin or Gangalf because your character is unique. You'll get tired of explaining, 'no, not that Conan.'

The groups I play with usually like to joke around a little and pop references abound. We are able to switch gears back and forth between high fantasy roleplaying and silly action adventure. The sort of players who would sneer at another player saying "wingardiam leviosa" as he flies don't linger long in our laid back environment. No table rule, just a carefree table environment.

Besides, making up good names is difficult for many people and the players in my circles usually have no time outside of the table to create characters or think of back stories etc.
 

I DM'ed at an FLGS "Welcome to D&D 5e" group.

1) No undermining our host. Don't invite people to The Other Game Store(s), tell about better deals there, complain about the facilities they are providing us, &c.
2) I can't throw you out. But if you make a pest of yourself, I will ask the Store to throw you out.
3) If you think about doing X to another character / player, ask: would you get upset when somebody else did X to you? If "yes", don't do it to anybody else.

The closest I got to actually throwing somebody out was a violation of #3. I spoke with the party on the receiving end (and his parent - he was a teen), and also to the offender. The offender decided to chill out.
 

The groups I play with usually like to joke around a little and pop references abound. We are able to switch gears back and forth between high fantasy roleplaying and silly action adventure. The sort of players who would sneer at another player saying "wingardiam leviosa" as he flies don't linger long in our laid back environment. No table rule, just a carefree table environment.

Besides, making up good names is difficult for many people and the players in my circles usually have no time outside of the table to create characters or think of back stories etc.

Our rule is take the game seriously, but anything goes out of game.

So no joke character names because that is in game. But we still spend about half the session making dumb jokes and getting onto tangents about what is going on in our lives.


Hmmm...maybe I should reprhase that. Good joke names are fine :p

Sir Butt Face is not okay.

But I once played a character all about disguises and subterfuge named Alias. (pronounced A-Lie-Ass). There is a character in American Gods named Low-Key Lyesmith too...and that works.
 

If, for some reason, you choose to attack or otherwise hinder another player character, the target of the attack will get to decide whether it hits, misses, or dice are involved.

Oh my god, this is brilliant! I can’t believe I’d never thought of this, but I am adopting this immediately!
 



As far as my games are concerned, « don’t be a jerk » is the only official rule I need.

Accidental « jerky-ness » is expected to happen at one point and can be excused if the offender makes amends, but lack of respect toward another individual around the table is the only thing I will never allow regardless of context.

i have many preferences, such as players respecting the themes and tones of the game, but if you can do something without being a jerk about it, you’re cool.
 

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