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Unwritten Rules

Unwritten Rule 47: Four-sided dice were intended to be used as caltrops.

Unwritten Rule 48: Keep pets (especially dogs) away from the box of miniatures

Unwritten Rule 49: Strip D&D is not in the rules

Unwritten Rule 50: Don't pick your teeth with the DM's miniatures either.
 

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These are, I think, from some edition of Runequest (not sure which). At least, the home-made character sheet our GM gave us had them printed on it. I'm considering putting them on the next character sheet I design.

1) Listen to the GM
2) Avoid play domination by a few players
3) Plan ahead
4) Organize first
5) Don't divide the group
6) Don't do something without reason
7) Avoid unnecessary encounters
8) Always watch the rear
9) Provide relief for the front line
10) Take action
11) Ignore loot until the objective is acheived
12) Don't despair when HP and MP are low
13) Maintain Faith
14) When all else fails, Play Dead
 

Don't drink liquid out of open containers at the table.(learned the hard way)

Bribe the DM. :p

Don't let your special dice roll underneath a piece of furniture or appliance.

Nothing is Kender-proff.

If the sun is starting to come up maybe you should consider going to sleep, or at least getting ready for work.

If all the DM can think to through at you is a burly leprechaun perhaps the everybody is out of ideas and it's time to quit for the day.
 

DM Rule #1

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"Killing PCs is a hell of a drug ...."​
 

Henry said:
Don't attack other players' characters "just because you are

A. evil
b. feel like it
c. are bored with your current character"

Kind of a big turn-off to the DM. :)

What he said...

A more general one would be:
"Work with the DM, not against him".

Naturally, that goes both ways.
 

Follow the plot hook no matter how lame. You can always give the Dm a wedgie later to show your approval of the hook.
The game is team play against the monsters let everyone get a slice at the monster.
Because you are a goober does not mean your pc has to be a goober.
Clean as you go! Not the dungeon but the game area and other areas you are using.
Communication is important. Use that ancient device created by Alex G. Bell to tell people you not coming or running late.
 

Don't split the party.
Don't avoid obvious plot hooks.
If the DM has a map of an area, go there and/or stay there until you find the obvious plot hook.
Choose your time to be the star, and let others have theirs, i.e., you don't have to do something cool every round.
 

1. When the DM says "The corridor ends in a thick cloud of mist", and adds out-of-character that the map ends there, DO NOT insist on going into the mist.

2. When, after insisting on entering the cloud of mist that the DM described filling the end of the corridor where the map ends, DO NOT ignore the red octagon with white runes that spell S-T-O-P.

3. When, as a result of breaking rules 1 and 2, you find yourself in Ravenloft and the people run in fear from the "pointy-eared freak" (the elf) in your party, DO NOT cast Fly and begin fireballing the village from the air "because they know more than they're telling, but they're going to tell us one way or another".

4. When, after violating rules 1-3 so far, you find yourself having earned enough Dark Powers attention to be half-way to having a new Domain created just for you (and it only took 30 minutes) ... never mind; they did THAT, too.
 

DaveMage said:
All gazebos must be attacked...


In one of my earliest groups, a DM said the party saw an alcove. One not very bright player cried out "I attack it" and ended up with a broken sword.

Here are some unwritten rules:

Every player and every character needs a chance to shine now and again.
Everyone at the table should have fun and respect each other.
Remember that your character is never invincible.
Your best weapon is your brain.
Remember that everyone at the table has feelings.
It is one thing to be a party of outlaws but another thing to be an outlaw from your own party.
Strike a balance between boldness and careful planning.
Remember that appearances can be deceiving.
 

My (previously) unwritten rules for Players...
1. The party is a team, from the time the characters are created to the time the bodies are mopped up off the floor
2. Don't steal another character's thunder by trying to do everything all the time
3. Take turns, as in, "It's your turn to walk down the corridor and see if there are any traps"
4. If you see a plot hook, bite hard

My (previously) unwritten rules for GMs...
1. Rules are not "just for players"
2. You're not the writer or the director - you're the set dresser and the guy who herds the extras
3. If you have a cool mini, it's okay to work it into the game on the thinnest of pretexts
4. With ultimate power comes ultimate responsibility

Bonus (previously) unwritten rule for GMs...
5. Never railroad - never
 

Into the Woods

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