Hey guys, I'm running a campaign and my table has come up with a few guidelines to keep the sessions running smoothly. Some of these came about from specific instances of trouble that just needed to be rectified and prevented in the future and some came from othe DMs' tips. I wanted to hear what kind of rules or guidelines you guys use at your tables too or give me your thoughts on mine.
Here's mine:
1. No rolling dice against other PCs. Interactions between PCs must be role played.
2. No dice shall be rolled unless the DM calls for a roll.
3. No books shall be open during combat
4. PCs have 1-3 seconds after the DM asks "what do you do" to decide on a course of action or they lose their turn to indecision and simply take the Dodge action
5. The DM's rulings are final.
6. Try to keep distractions such as side tangents to a minimum.
1. Eh... this doesn't happen all that often. However, it runs into the problem of character knowledge vs player knowledge. I wouldn't use it as a solid rule. Messing with other characters is fairly verboten at our tables anyhow.
2. In most games I play in the only roll players can call for directly is an initiative roll. Everything else is asking. "I try to climb the ledge. Should I roll Atheletics?" "Can I try to use my Stonecunning to better understand the nature of the pillar?" "I'm going to try to hide in the shadows in the alley. Let me know if you want a Stealth check."
3. This requires a level of knowledge most players simply don't have and is pretty punishing for spellcasters (IMX, it's not the spellcasters you need to worry about in 5e). Spellcasting
characters have good memories. Players are just normal humans. It also strikes me as something that will encourage players to mis-remember rules in their favor.
4. Again, this requires a level of knowledge most players simply don't have. You'll run into a situation where the Ogre casts a net on the Wizard who happens to have next initiative. Then you'll ask what he does, and he'll say, "I don't know, as a player I don't know what actions my character is capable of doing while restrained."
5. "... but we can discuss rulings
after the session has completed." If you're not willing to be reasonable or accept that you make mistakes, you're not going to be very popular.
6. Agreed. We used to ban cell phones at the table, but then a) most everybody got wives and kids, and b) most everybody got 5e character sheet apps. We still try to minimize diversions. Unless it's the playoffs the TV gets shut off, for example.
We tried a lot of these types of rules before, especially under 4e where we'd often find that combat would run for several hours and people were tired of it by the end. The changes did improve the pace of the game, but it left everyone feeling like they were at a business meeting instead of a roleplaying game. We decided that we didn't want the game to supersede relaxing and having fun. The primary reason we were at the table was to relax and have fun. Playing D&D helped that, but if it meant we didn't have fun then that had to go. It's eventually why we switched back to 3.5 until 5e came out.
Now, if the problem you have is that a player is
ignoring the DM when you ask, then, 3 and 4 might do something. However, I don't think that they'll actually work. You're not going to find a mechanical fix to a
player problem. Instead, say their name, and then start counting down from 3. When you hit one, if they're still ignoring you, say, "You do nothing," and move on to the next initiative. If they keep doing it after you do that a couple times, just skip them and stop calling on them. If they bitch when they find out three turns later, you say, "Respect is a two-way street. I'm running a game for you, and you're not respecting that." It's important to note, however, that if the player is actively engaged and paying attention but momentarily distracted or looking something up in the PHB, then
do not do this.