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Things to establish before session one

SnowleopardVK

First Post
My group was almost entirely introduced to roleplaying by me, so the first few sessions I didn't really establish much in the way of "this is how we're going to handle levelling up", or "this is how we'll handle character death", etc. I didn't really want to overload them with details since they were new. Rather I helped them through some character creation and threw them into a few simple games to get them used to the mechanics.

And I've just realized we never formally did establish... Anything. We've settled into my general style of playing, and they know well enough how I handle various situations now, and it works fairly well. But it was never actually discussed. I think it's kind of odd actually.

Anyways, I know it's going to come back and bite me in the behind one day if I never bother learning what's important to establish before a game of D&D or PF, or... Any system really. I know things like houserules and what kind of game everyone wants are obvious, but I figured I'd start up a topic here. See if we can get a sort of "list" going of what everyone thinks are some of the most important things to make sure players are clear on before the game begins.
 

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Generally I establish what I expect from the players at the game session and in between. And they know what to expect from me.
 


'Bout the only thing I make sure is clear is that Bad Things happen; and the game can and will sometimes be very cruel to its characters and - by extension - players. Other than that, it's pretty much anything goes; but I have the advantage of a known player group thus both they and I know what we're getting.

Handling things like death, level-up, etc. is kinda spelled out in the blue book (our rules book) either directly or by inference.

What never fails to generate an argument, however, is when the party come to divide their first treasury and have to decide on a division method. And as that's all down to the players, I can't exactly spell it out beforehand.

Lanefan
 

The biggest things for me is proper group etiquette:

Playing a character who's a "lone wolf" that doesn't want to adventure with the group is counter-intuitive to a game built on doing things as a group.

Intentionally playing griefing characters/doing things to annoy the group/DM is just bad behavior under the excuse of RP, and it ruins the game for everyone else.

Addressing within-group conflict ("Can I attack another PC?").

Explaining that if you don't like how the game is being ran, or don't like another player, the appropriate way to let the DM/group know.

Aside from that, usually taking about my GM style, ensuring everyone is on the same page in terms of the campaign, and trying to figure out what each player wants from their character/each adventure/the campaign.
 
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There is only One Rule that truly matters: The DM never should have to pay for beer. Players, bring beer, and make it good beer.

He who bringeth Goode Ale shall prosperith in the Lands of Yore...
 

Our established table rules are:

1. Don't be a dick.
2. Be on time. We'll wait up to half an hour for late people, after that I NPC your character, during which time you earn no exp.
3. No arguing. If you feel I've mishandled a rule, we can discuss it after the session, but let's not put the whole game on hold.
4. Let's not get wasted. A beer or two is fine, but I want everyone sober enough to pay attention.
 

There are a variety of things I will establish - rules we are using, rules we are not, etc. However, most of my players are pretty cool with that.

But the OP seems to be suggesting that the group he is playing with is one that does not have a lot of collective experience. In that situation, I would probably not bog them down with that kind of stuff and just go into some expectations or some general themes and tones of the game - what is considered an 'evil' act (if it is important), preference to stick together, how magic or powers work, and the world history. Much beyond that and I think the players start to feel too bogged down with details.
 

Start simple in the beginning, especially if you don't have a lot of collective RPG experience. You will learn what works and what doesn't as you move forward. To help facilitate these changing conditions make sure to establish open lines of communication between GM and players. Sometimes just establishing some basic rules of courtesy that are common sense to many is worthwhile.

You may also be interested in something like the GameMastery Guide from Paizo which is a treasure trove of information on GMing that would certainly help a new GM or a group new to RPGs. They offer the PDF for $10.
 

I generally provide players with a document that outlines:

- The game we are playing
- The sourcebooks that are in play
- Any house rules I'm using
- Character creation guidelines (I've almost invariably changed something)
- Levelling up guidelines (again, I've usually changed something)
- and anything else I think they need to know.

If I was shooting for a particular feel in the campaign, I'd probably spell that out there, too, but I generally don't bother. The one time I've seen a DM state that he was hoping for a fairly serious campaign some players took it as a challenge...

We don't have any particular table rules as such. I guess I've been lucky; I've never needed them.
 

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