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<blockquote data-quote="iserith" data-source="post: 6884625" data-attributes="member: 97077"><p>I ask for player buy-in on the following ground rules before we play together:</p><p></p><p>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. <strong>If you find yourself thinking, "What would my character do?" the answer is always the same: Something that is fun for everyone at the table and helps create an exciting, memorable story.</strong></p><p></p><p>2. When hearing an idea or proposal from another player, try to find the good in it and think of ways it can work rather than ways it can't. This may mean adding to the idea to make it better. <strong>Don't shoot down the ideas of others outright</strong> - this just creates debates that stymies play. Instead, work together to take a decent idea and make it better by adding to it rather than taking away.</p><p></p><p>3. <strong>Don't ask questions of the DM.</strong> You can ask questions of NPCs and of other PCs or take actions in the game world that will help you answer your own question. For example, instead of asking "Are there any doors?" or "Can I talk to Helga alone?" say "I look around for any doors..." or "Tordek tries to talk to Helga alone..."</p><p></p><p>4. <strong>Do not ask to make ability checks or the like.</strong> Describe what you want to do. The DM will tell you whether or not the outcome of what you want to do is uncertain and thus requires a roll. If the outcome is not uncertain, the DM will just say what happens.</p><p></p><p>5. <strong>When it's your turn in the spotlight, act immediately or ask for advice which you must take</strong> (as long as it's reasonable even if not perfect). When it's not your turn, think of a Plan A and a Plan B, the latter of which is in case something change before your turn that affects Plan A. Your turn is for acting, not for thinking about what to do or asking questions (see 3 above). If everyone adheres to this, the game is more fast-paced, more engaging, and your turn will come around quicker.</p><p></p><p>6. I don't expect there'll be cause for any character to attack another unless compelled by magic. Short of that, <strong>if 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 number 1 above first, of course.</p><p></p><p>7. <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>Agreement on these terms is, in my experience, the foundation for a fast-paced, smooth-running game.</p></blockquote><p></p>
[QUOTE="iserith, post: 6884625, member: 97077"] I ask for player buy-in on the following ground rules before we play together: 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. [B]If you find yourself thinking, "What would my character do?" the answer is always the same: Something that is fun for everyone at the table and helps create an exciting, memorable story.[/B] 2. When hearing an idea or proposal from another player, try to find the good in it and think of ways it can work rather than ways it can't. This may mean adding to the idea to make it better. [B]Don't shoot down the ideas of others outright[/B] - this just creates debates that stymies play. Instead, work together to take a decent idea and make it better by adding to it rather than taking away. 3. [B]Don't ask questions of the DM.[/B] You can ask questions of NPCs and of other PCs or take actions in the game world that will help you answer your own question. For example, instead of asking "Are there any doors?" or "Can I talk to Helga alone?" say "I look around for any doors..." or "Tordek tries to talk to Helga alone..." 4. [B]Do not ask to make ability checks or the like.[/B] Describe what you want to do. The DM will tell you whether or not the outcome of what you want to do is uncertain and thus requires a roll. If the outcome is not uncertain, the DM will just say what happens. 5. [B]When it's your turn in the spotlight, act immediately or ask for advice which you must take[/B] (as long as it's reasonable even if not perfect). When it's not your turn, think of a Plan A and a Plan B, the latter of which is in case something change before your turn that affects Plan A. Your turn is for acting, not for thinking about what to do or asking questions (see 3 above). If everyone adheres to this, the game is more fast-paced, more engaging, and your turn will come around quicker. 6. I don't expect there'll be cause for any character to attack another unless compelled by magic. Short of that, [B]if 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 number 1 above first, of course. 7. [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. Agreement on these terms is, in my experience, the foundation for a fast-paced, smooth-running game. [/QUOTE]
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