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Ten rules for player conduct
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<blockquote data-quote="fusangite" data-source="post: 1206515" data-attributes="member: 7240"><p>Jasper says, </p><p></p><p>I reply, </p><p></p><p>Gaming style is something to be worked-out multilaterally amongst the participants in the game. Clearly, the GM's voice is very important in this but that does not mean that the GM imposes a particular style of play. I let my players over-rule me on certain things from time to time; for instance, in my current D&D game, they have decided to collectively refuse bonus experience awards so my campaign no longer has bonus experience.</p><p></p><p>Jasper says, </p><p></p><p>I reply, </p><p></p><p>I have players who never learn the rules. As long as there are people who don't mind/enjoy helping this player along, I'm fine with it. </p><p></p><p>Jasper says, </p><p></p><p>I endorse this rule. Obviously, though, such a rule should apply over the course of a year not over the course of an evening/afternoon.</p><p></p><p>Jasper says, </p><p></p><p>I reply </p><p></p><p>As in rule #1, yes, the DM has greater control over the flavour of the game than other players do but the flavour is obviously multilaterally determined. Having a group of players and a flavour of game that don't match are problems equally attributable to DMs as to players. If the players and flavour don't match, the DM can either change the flavour or change the players. </p><p></p><p>Jasper says, </p><p></p><p>I reply, </p><p></p><p>Jasper's rule might make sense if this were some rules-light system but it isn't. I have only two reasons for playing D&D and one of them is that being so heavily-codified, D&D allows for a different balance between GM and player when it comes to contested outcomes. I try to always be willing to be corrected by my players; we wouldn't be taking full advantage of the game system if the DM had absolute unfettered to over-ride the published rules. </p><p></p><p>If the interpretation of a rule for a particular situation is unclear, I solicit pro and con arguments from my players so that we can see what the rules really mean, as opposed to deciding what I want them to mean. Such disputes have been pivotal in my campaigns and allow the players to take control of the narrative and take it in a direction I did not anticipate. When I have misinterpreted <em>Protection from Evil</em>, <em>Rusting Grasp</em> and other spells, my players pointing out my errors has sent the adventure in exciting new directions and made the game better for everyone.</p><p></p><p>Jasper says, </p><p></p><p>I say <strong><em>THIS SHOULD BE ARTICLE #1 IN RED NEON LETTERS</em></strong>.</p><p></p><p>Jasper says, </p><p></p><p>Agreed.</p><p></p><p>Jasper says, </p><p></p><p>But then it wouldn't be cheating...</p><p></p><p>Jasper says, </p><p></p><p>I reply, </p><p></p><p>I actually find it more annoying that in D&D, good=modern far too often. I would like it if people went to some effort to not just adapt to whatever the DM has done with alignment but to play a character who actually fits into the campaign world rather than some gawking tourist from 21st century America.</p><p></p><p>Jasper says, </p><p></p><p>I reply </p><p></p><p>I quite agree.</p><p></p><p>Jasper says, </p><p></p><p>Well-said!</p></blockquote><p></p>
[QUOTE="fusangite, post: 1206515, member: 7240"] Jasper says, I reply, Gaming style is something to be worked-out multilaterally amongst the participants in the game. Clearly, the GM's voice is very important in this but that does not mean that the GM imposes a particular style of play. I let my players over-rule me on certain things from time to time; for instance, in my current D&D game, they have decided to collectively refuse bonus experience awards so my campaign no longer has bonus experience. Jasper says, I reply, I have players who never learn the rules. As long as there are people who don't mind/enjoy helping this player along, I'm fine with it. Jasper says, I endorse this rule. Obviously, though, such a rule should apply over the course of a year not over the course of an evening/afternoon. Jasper says, I reply As in rule #1, yes, the DM has greater control over the flavour of the game than other players do but the flavour is obviously multilaterally determined. Having a group of players and a flavour of game that don't match are problems equally attributable to DMs as to players. If the players and flavour don't match, the DM can either change the flavour or change the players. Jasper says, I reply, Jasper's rule might make sense if this were some rules-light system but it isn't. I have only two reasons for playing D&D and one of them is that being so heavily-codified, D&D allows for a different balance between GM and player when it comes to contested outcomes. I try to always be willing to be corrected by my players; we wouldn't be taking full advantage of the game system if the DM had absolute unfettered to over-ride the published rules. If the interpretation of a rule for a particular situation is unclear, I solicit pro and con arguments from my players so that we can see what the rules really mean, as opposed to deciding what I want them to mean. Such disputes have been pivotal in my campaigns and allow the players to take control of the narrative and take it in a direction I did not anticipate. When I have misinterpreted [i]Protection from Evil[/i], [i]Rusting Grasp[/i] and other spells, my players pointing out my errors has sent the adventure in exciting new directions and made the game better for everyone. Jasper says, I say [b][i]THIS SHOULD BE ARTICLE #1 IN RED NEON LETTERS[/i][/b]. Jasper says, Agreed. Jasper says, But then it wouldn't be cheating... Jasper says, I reply, I actually find it more annoying that in D&D, good=modern far too often. I would like it if people went to some effort to not just adapt to whatever the DM has done with alignment but to play a character who actually fits into the campaign world rather than some gawking tourist from 21st century America. Jasper says, I reply I quite agree. Jasper says, Well-said! [/QUOTE]
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