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<blockquote data-quote="iserith" data-source="post: 7496493" data-attributes="member: 97077"><p>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.</p><p></p><p>1. <strong>Before doing or saying anything, remember to consider the goals of play</strong> 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. </p><p></p><p>2. <strong>Make use of the improvisational technique known as "Yes, and..."</strong> 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. </p><p></p><p>3. <strong>Describe what you want to do by stating a clear goal and approach.</strong> A question is not a statement of goal and approach, nor is asking to make an ability check or the like.</p><p></p><p>4. <strong>When the spotlight is on you, act immediately.</strong> Your turn is for acting, not for thinking about what to do.</p><p></p><p>5. <strong>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.</strong> Remember to pass all your intended actions through the filter explained in 1 above first, of course.</p><p></p><p>6. <strong>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.</strong> They don't have to be best friends, but they've got each other's backs. Establish your character ties accordingly.</p><p></p><p>7. <strong>"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.</strong> Assumptions can be risky though so it's skillful play to verify your assumptions through in-game actions before making choices based on them.</p><p></p><p>8. <strong>This is not a safe space</strong> 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.</p></blockquote><p></p>
[QUOTE="iserith, post: 7496493, member: 97077"] 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. [B]Before doing or saying anything, remember to consider the goals of play[/B] 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. [B]Make use of the improvisational technique known as "Yes, and..."[/B] 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. [B]Describe what you want to do by stating a clear goal and approach.[/B] A question is not a statement of goal and approach, nor is asking to make an ability check or the like. 4. [B]When the spotlight is on you, act immediately.[/B] Your turn is for acting, not for thinking about what to do. 5. [B]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.[/B] Remember to pass all your intended actions through the filter explained in 1 above first, of course. 6. [B]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.[/B] They don't have to be best friends, but they've got each other's backs. Establish your character ties accordingly. 7. [B]"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.[/B] 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. [B]This is not a safe space[/B] 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. [/QUOTE]
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