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<blockquote data-quote="JoeGKushner" data-source="post: 1895296" data-attributes="member: 1129"><p>Over on RPG.net I was half-joking about a guide for players.</p><p><a href="http://forum.rpg.net/showthread.php?t=160917" target="_blank">Robin's Law To Good Players</a> </p><p></p><p>Anyone here ever see a product like that? Something you can hand your players as 'gifts'? I've thought up doing a quick one in PDF just as a joke for some of the players in one of my groups.</p><p></p><p>For those who are too lazy to check out the link (bless your lazy hearts...), here are some of the ideas...</p><p></p><p>1.Hygiene: I fully believe that some people are not aware of their own </p><p>odor. Their used to it. It's ingrained in them. Others may feel that </p><p>their stink is from working a 'real' job for nine hours a day and that </p><p>it's their right to smell bad. You are in a social context with other </p><p>people. Take a shower and use soap. On the same hand as hygiene, do no </p><p>pick your ears at the table. Do not pick your nose at the table. Any </p><p>movement to your face should be to brush some stray hair out of your </p><p>eyes or remove excess ketchup. </p><p></p><p>2. Time: Most games consist of more than one person. Each person is </p><p>putting themselves into a social contract and agreeing with the other </p><p>gamers to show up at a certain location at a certain time. Some game </p><p>masters will not start the game without all of the players being there </p><p>if he thinks that everyone is coming and that everyone will be one </p><p>time. Respect their time and be prompt. If you cannot for real </p><p>reasons, such as traffic jams or mandatory overtime at work, call your </p><p>gaming group and let them know. As we continue to move forward and </p><p>swinging a dead cat will net you a free cell phone, there should be no </p><p>reason why you cannot inform your gaming group of your tardiness. On </p><p>the same hand, if you're going to miss a game, try to let the other </p><p>players, and especially the game master, as far ahead of time as </p><p>possible. Many pregenerated adventures are written with a specific </p><p>number of characters in mind and the game masters will have to make </p><p>changes to the material if you're not going to be there. This is often </p><p>easier to do when the game master isn't doing it on the fly. </p><p></p><p>3. Food: The host is kind enough to provide a place to play. Don't </p><p>expect them to feed you. Bring your own food. On the same hand, think </p><p>actively about food breaks. Even if you're not eating, it's a good </p><p>idea before the game to discuss if there will be any food breaks. The </p><p>GM doesn't want to hear your concerns about what's on the pizza when </p><p>the group is in the middle of combat. In a similar vein, the host's </p><p>house is not your garbage can. Do not leave cast off paper and plastic </p><p>bags laying around for the game master or host to pick up. </p><p></p><p>4. Focus: Leave the game boy, i-pod, or latest Maxium in the car. </p><p>Listen to what's going on. First off, this is rude to the group. If </p><p>you're not paying attention to what's going on, most often, like most </p><p>people, you'll ask "What's going on." This requires others to inform </p><p>you of what's happening at the group's expensive. Second off, it's </p><p>rude to the game master. The GM wants you to be a part of the setting. </p><p>While you're note expected to have a one on one interaction with the </p><p>GM, you should know what's going on. </p><p></p><p>5. Act: Don't get caught looking out the window when it's your turn to </p><p>go. You should be following events and know what action you're going </p><p>to take when it's your turn. This means that you should know what your </p><p>facing. You should know what action you're taking. You should know all </p><p>the modifiers that are going to apply to your action, save for ad hoc </p><p>ones, ahead of time. The GM should ask what you're doing and you </p><p>should reply and roll the dice. </p><p></p><p>6. Supplies: Just like food, no one else is responsible for your </p><p>supplies. This often includes mundane things like the miraculous </p><p>pencil and paper, but often into the strange and exotic world of dice </p><p>and role playing books. Paper and pencils are inexpensive. In terms of </p><p>dice, you should have at least one whole set of dice and something to </p><p>hold your dice in. In terms of role playing books, you should at least </p><p>have the core role playing book. Remember, no one is responsible for </p><p>letting you borrow their books to check out the latest options. If you </p><p>are interested in the game, show that interest by supporting the </p><p>hobby. </p><p></p><p>7. Stealing: Yes, it shouldn't have to be stated but 'borrowing' your </p><p>friends books, CD's, or DVDs without them knowing is... yes, it's </p><p>called stealing. If you can't be bothered to ask to borrow it because </p><p>you don't return stuff in the first place... please send me your name </p><p>and photograph so I can start a database of RPG deadbeats. </p><p></p><p>8. Basic Education: If you are unable to read and cannot perform </p><p>standard math, like say addition, get that education before attempting </p><p>to role play. While your mother may be very proud of your ability to </p><p>add 2 + 3 to equal 6, the rest of us are here to game. In the same </p><p>vein, have all of your information about your character organized so </p><p>that all bonuses are accounted for and that it's easy for the game </p><p>master to check out your character sheet for errors. Your character </p><p>sheet should enable you to look at your total modifier and roll the </p><p>dice. There should never be an instance where the other players are </p><p>waiting for you to add up your different bonuses because 'you have a </p><p>system'. The numbers all equal out in the end regardless of where </p><p>they're at. Having them in one spot is quicker. End of story. </p><p></p><p>9. Cheating: Hey, we have this thing called the computer. We have this </p><p>other thing called the console. Both of those mediums will allow you </p><p>to survive with all of the power you want. Heck, if you die in them, </p><p>it's often easy enough to revert to a save place and start again. We </p><p>play paper RPGs, at least in theory, to have fun with some of the </p><p>'uncontrollable' events and forces of the world. The uncertainty is </p><p>the joy. The lack of a sure win is the difference. The inability to go </p><p>back to a save point in the game is the fun. Knocking your d20 over </p><p>from a 1 to an 18 does not make you cool or a hero. It makes you a </p><p>cheater. </p><p></p><p>10. Social Graces: When the game starts, shut the hell up. Sure, the </p><p>Sopranoes is great and man, Amazon does have some great sales on Fox </p><p>season one DVDs but hey, we have this thing called weekdays and e-mail </p><p>for that. </p><p></p><p>11. Respect: If someone doesn't want you to touch their dice, that's </p><p>their business. Sure, it may be weird, but what is the problem with </p><p>just respecting their authority. True Story: One time a friend wanted </p><p>to look at some dude's limited print Dune book. Said friend said "No, </p><p>it's a limited edition book. I can't replace it and it's worth about a </p><p>hundred bones. Leave it alone." Guy goes into the kitchen, comes back, </p><p>and yes, dumb ass is reading his book. Dude rips it out of his hands </p><p>and right there on the page, grease stains from pizza filled hands. </p><p>It's just easier to respect other people's wishes. Your desires, at </p><p>least as far as their infringe upon other people's possessions, is </p><p>worthless. </p><p></p><p>In a similar manner, if no one wants to talk about politics, shut up </p><p>about how much you hate candidate X or Y. Some of these matters are </p><p>delicate subjects and are not meant for casual gamer talk. If you find </p><p>yourself a crusader of abortion rights and want to spread the gospel </p><p>to your gaming friends, do not be upset when they throw your ass out </p><p>the door. </p><p></p><p>12. Rules are Optional: Yes, even the core rules in your favorite book </p><p>are not the be all and end all. If the GM states, "House-Rule", all of </p><p>the hand waving and pointing at the 'official' source will not avail </p><p>you. This is not to say that you let the GM <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> all over you. If the </p><p>GM has many house rules and does not have them written down, you </p><p>should have anger. This is no longer a game, it's </p><p></p><p>GM TYPES </p><p>The Storyteller - A strong focus on creating a coherent story. The </p><p>players take over the roles of the main characters of the story and </p><p>follow a rough plot outline as laid out by the Storyteller. PC </p><p>subplots are encouraged, although the main plot usually takes </p><p>precedence over the character's development. </p><p>Characters that round out the group's abilities are encouraged. </p><p></p><p>The Narrator - Similar to the Storyteller, with a slight difference. </p><p>The characters are supposed to forward the main plot on their own, </p><p>that is the Narrator will set-up a situation and expects the players </p><p>to send the plot into whatever direction they fancy. PC subplots are </p><p>center-stage to this kind of game, and the traditional "main plot" is </p><p>just a slight diversion from what the PCs do. </p><p>The personality of PCs and the ability to provide and develop plot </p><p>hooks is very important, their abilities are often secondary. </p><p></p><p>The Game Master - A very strong focus on challenges and </p><p>problem-solving. This is, in some ways, the traditional GM. The Game </p><p>Master will create challenges and problems for the characters as </p><p>finely tuned to the character's abilities as possible. An overarching </p><p>story and personal sub-plots can add to the game, but aren't </p><p>necessary. In fact such a game can easily be just as much fun without </p><p>them. Games like Dungeons & Dragons are designed with the Game Master </p><p>in mind. </p><p></p><p>Armchair Historian or Expert </p><p></p><p>The Expert has a particular branch of knowledge lodged deep in his </p><p>brain. On one hand, this makes him an excellent resource for </p><p>recreating a specific era of handling a specific issue. She often </p><p>displays a great grasp on many issues ranging from the clothing and </p><p>events of the time, to specific events and people that made the era </p><p>noteworthy. </p><p></p><p>On the other, you must be wary of the GM punishing you. The first of </p><p>these is putting them on the spot. A historian doesn't like to be </p><p>proven wrong in front of others. If the GM sets tells you ahead of </p><p>time that he's going to recreate a specific point in history and that </p><p>it's going to follow history as much as possible, outside of the </p><p>actions of your character and your knowledge of that time period </p><p>states that X and Y did not happen, bring it up to the game master </p><p>after the game. No one is going to award you a price for showing up </p><p>the game master and displaying a greater amount of armchair history. </p><p>Two, not knowing anything. The GM may have handouts and specific </p><p>miniatures and various props but he may become irate if you ignore all </p><p>of that to "Kill the Duke's Son in front of the family." so to speak. </p><p></p><p>Puzzlemaster a GM whose main goal in the game is to challenge the </p><p>players with puzzles. These can be as simple as discovering the answer </p><p>to a riddle, or as complex as uncovering the truth about aliens via </p><p>X-Files. Combat and social situations will put the character to the </p><p>puzzle and then focus on providing the character with pieces of the </p><p>answer. Put the main focus on challenges that the players need to </p><p>solve through their characters, as opposed to the Game Master who </p><p>develops his challenges entirely to fit the character's abilities. </p><p>This kind of GM appreciates characters whose abilities roughly </p><p>resemble that of the player.</p><p>__________________</p></blockquote><p></p>
[QUOTE="JoeGKushner, post: 1895296, member: 1129"] Over on RPG.net I was half-joking about a guide for players. [URL=http://forum.rpg.net/showthread.php?t=160917]Robin's Law To Good Players[/URL] Anyone here ever see a product like that? Something you can hand your players as 'gifts'? I've thought up doing a quick one in PDF just as a joke for some of the players in one of my groups. For those who are too lazy to check out the link (bless your lazy hearts...), here are some of the ideas... 1.Hygiene: I fully believe that some people are not aware of their own odor. Their used to it. It's ingrained in them. Others may feel that their stink is from working a 'real' job for nine hours a day and that it's their right to smell bad. You are in a social context with other people. Take a shower and use soap. On the same hand as hygiene, do no pick your ears at the table. Do not pick your nose at the table. Any movement to your face should be to brush some stray hair out of your eyes or remove excess ketchup. 2. Time: Most games consist of more than one person. Each person is putting themselves into a social contract and agreeing with the other gamers to show up at a certain location at a certain time. Some game masters will not start the game without all of the players being there if he thinks that everyone is coming and that everyone will be one time. Respect their time and be prompt. If you cannot for real reasons, such as traffic jams or mandatory overtime at work, call your gaming group and let them know. As we continue to move forward and swinging a dead cat will net you a free cell phone, there should be no reason why you cannot inform your gaming group of your tardiness. On the same hand, if you're going to miss a game, try to let the other players, and especially the game master, as far ahead of time as possible. Many pregenerated adventures are written with a specific number of characters in mind and the game masters will have to make changes to the material if you're not going to be there. This is often easier to do when the game master isn't doing it on the fly. 3. Food: The host is kind enough to provide a place to play. Don't expect them to feed you. Bring your own food. On the same hand, think actively about food breaks. Even if you're not eating, it's a good idea before the game to discuss if there will be any food breaks. The GM doesn't want to hear your concerns about what's on the pizza when the group is in the middle of combat. In a similar vein, the host's house is not your garbage can. Do not leave cast off paper and plastic bags laying around for the game master or host to pick up. 4. Focus: Leave the game boy, i-pod, or latest Maxium in the car. Listen to what's going on. First off, this is rude to the group. If you're not paying attention to what's going on, most often, like most people, you'll ask "What's going on." This requires others to inform you of what's happening at the group's expensive. Second off, it's rude to the game master. The GM wants you to be a part of the setting. While you're note expected to have a one on one interaction with the GM, you should know what's going on. 5. Act: Don't get caught looking out the window when it's your turn to go. You should be following events and know what action you're going to take when it's your turn. This means that you should know what your facing. You should know what action you're taking. You should know all the modifiers that are going to apply to your action, save for ad hoc ones, ahead of time. The GM should ask what you're doing and you should reply and roll the dice. 6. Supplies: Just like food, no one else is responsible for your supplies. This often includes mundane things like the miraculous pencil and paper, but often into the strange and exotic world of dice and role playing books. Paper and pencils are inexpensive. In terms of dice, you should have at least one whole set of dice and something to hold your dice in. In terms of role playing books, you should at least have the core role playing book. Remember, no one is responsible for letting you borrow their books to check out the latest options. If you are interested in the game, show that interest by supporting the hobby. 7. Stealing: Yes, it shouldn't have to be stated but 'borrowing' your friends books, CD's, or DVDs without them knowing is... yes, it's called stealing. If you can't be bothered to ask to borrow it because you don't return stuff in the first place... please send me your name and photograph so I can start a database of RPG deadbeats. 8. Basic Education: If you are unable to read and cannot perform standard math, like say addition, get that education before attempting to role play. While your mother may be very proud of your ability to add 2 + 3 to equal 6, the rest of us are here to game. In the same vein, have all of your information about your character organized so that all bonuses are accounted for and that it's easy for the game master to check out your character sheet for errors. Your character sheet should enable you to look at your total modifier and roll the dice. There should never be an instance where the other players are waiting for you to add up your different bonuses because 'you have a system'. The numbers all equal out in the end regardless of where they're at. Having them in one spot is quicker. End of story. 9. Cheating: Hey, we have this thing called the computer. We have this other thing called the console. Both of those mediums will allow you to survive with all of the power you want. Heck, if you die in them, it's often easy enough to revert to a save place and start again. We play paper RPGs, at least in theory, to have fun with some of the 'uncontrollable' events and forces of the world. The uncertainty is the joy. The lack of a sure win is the difference. The inability to go back to a save point in the game is the fun. Knocking your d20 over from a 1 to an 18 does not make you cool or a hero. It makes you a cheater. 10. Social Graces: When the game starts, shut the hell up. Sure, the Sopranoes is great and man, Amazon does have some great sales on Fox season one DVDs but hey, we have this thing called weekdays and e-mail for that. 11. Respect: If someone doesn't want you to touch their dice, that's their business. Sure, it may be weird, but what is the problem with just respecting their authority. True Story: One time a friend wanted to look at some dude's limited print Dune book. Said friend said "No, it's a limited edition book. I can't replace it and it's worth about a hundred bones. Leave it alone." Guy goes into the kitchen, comes back, and yes, dumb ass is reading his book. Dude rips it out of his hands and right there on the page, grease stains from pizza filled hands. It's just easier to respect other people's wishes. Your desires, at least as far as their infringe upon other people's possessions, is worthless. In a similar manner, if no one wants to talk about politics, shut up about how much you hate candidate X or Y. Some of these matters are delicate subjects and are not meant for casual gamer talk. If you find yourself a crusader of abortion rights and want to spread the gospel to your gaming friends, do not be upset when they throw your ass out the door. 12. Rules are Optional: Yes, even the core rules in your favorite book are not the be all and end all. If the GM states, "House-Rule", all of the hand waving and pointing at the 'official' source will not avail you. This is not to say that you let the GM :):):):) all over you. If the GM has many house rules and does not have them written down, you should have anger. This is no longer a game, it's GM TYPES The Storyteller - A strong focus on creating a coherent story. The players take over the roles of the main characters of the story and follow a rough plot outline as laid out by the Storyteller. PC subplots are encouraged, although the main plot usually takes precedence over the character's development. Characters that round out the group's abilities are encouraged. The Narrator - Similar to the Storyteller, with a slight difference. The characters are supposed to forward the main plot on their own, that is the Narrator will set-up a situation and expects the players to send the plot into whatever direction they fancy. PC subplots are center-stage to this kind of game, and the traditional "main plot" is just a slight diversion from what the PCs do. The personality of PCs and the ability to provide and develop plot hooks is very important, their abilities are often secondary. The Game Master - A very strong focus on challenges and problem-solving. This is, in some ways, the traditional GM. The Game Master will create challenges and problems for the characters as finely tuned to the character's abilities as possible. An overarching story and personal sub-plots can add to the game, but aren't necessary. In fact such a game can easily be just as much fun without them. Games like Dungeons & Dragons are designed with the Game Master in mind. Armchair Historian or Expert The Expert has a particular branch of knowledge lodged deep in his brain. On one hand, this makes him an excellent resource for recreating a specific era of handling a specific issue. She often displays a great grasp on many issues ranging from the clothing and events of the time, to specific events and people that made the era noteworthy. On the other, you must be wary of the GM punishing you. The first of these is putting them on the spot. A historian doesn't like to be proven wrong in front of others. If the GM sets tells you ahead of time that he's going to recreate a specific point in history and that it's going to follow history as much as possible, outside of the actions of your character and your knowledge of that time period states that X and Y did not happen, bring it up to the game master after the game. No one is going to award you a price for showing up the game master and displaying a greater amount of armchair history. Two, not knowing anything. The GM may have handouts and specific miniatures and various props but he may become irate if you ignore all of that to "Kill the Duke's Son in front of the family." so to speak. Puzzlemaster a GM whose main goal in the game is to challenge the players with puzzles. These can be as simple as discovering the answer to a riddle, or as complex as uncovering the truth about aliens via X-Files. Combat and social situations will put the character to the puzzle and then focus on providing the character with pieces of the answer. Put the main focus on challenges that the players need to solve through their characters, as opposed to the Game Master who develops his challenges entirely to fit the character's abilities. This kind of GM appreciates characters whose abilities roughly resemble that of the player. __________________ [/QUOTE]
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