Wanting to Keep Players in Line

Retreater

Legend
I've been DMing nonstop for about 3 years now. And even though I really like DMing there are certain things my players do that really get on my nerves - especially bogging down gameplay and slowing down the pace to a near crawl. Not all of the players do this - most of the group actually likes taking actions and doing things.

So I'm wanting to create a document of expectations and general gamer etiquette rules.

There are also some gameplay house rules in here to help facilitate the game.

I would appreciate any comments.

1. The game starts at the designated time and ends at the designated time. Out of character conversations should be done away from the gaming table during breaks or on your own time. Since we take two weeks between each session, it's expected that players will level up their characters and purchase mundane gear between sessions. If your character isn't ready to go by the designated time, you may sit in another room until you're finished and jump into the game when you're ready. (We only get 4 hours every two weeks to play, so I want to cut down on the wasted time.)

2. Please test roll your dice away from the main gaming table if the game has started. Do not roll your dice constantly while the DM and other players are trying to play the game - it is rude. If you cannot control your urge to roll dice all session long, the DM will gladly take your dice for the remainder of the session and roll for your character. (This has gotten to be a problem as players drop dice while I'm describing areas, relaying information from NPCs, etc., and it's distracting for me and for the other players who are trying to pay attention.)

3. While planning is important to success in the game, sometimes the debates go on too long. Once the DM thinks all positions have been thoroughly explained (which usually takes a couple of minutes), he will call on the party to immediately put it to vote. Thereafter, for each minute the group continues to debate the topic, the DM will deduct 100 XP per character. (It's not unusual for our group to discuss a topic to death. Sometimes all they do all session long is discuss plans - which results in a few of our players calling it "Discussions and Debates." This happens more often than not when the bulk of the session is Out of Character discussions among the players.)

4. [Initiative has been a problem in my game. Sometimes the initiative keeper skips over my monsters. Always, every session, in every combat, about half the group forgets about when their turn is coming up. They do not think about what actions they want to do while others are performing their actions. A single, straight-forward combat can drag on for well over an hour, because people are looking up spell effects (to decide if they want to cast them), counting and recounting movement squares on the battlemat, and being generally indecisive. If this rule seems a bit harsh, it's because I think it's necessary.]

We're going to be grouping initiatives to speed up combats. Each round a player rolls for the entire group, adding the highest initiative modifier of a player character. I do the same with NPCs or monsters. The group with the highest initiative acts in segment one. The other group acts in segment two. Characters who have held action go in segment three.

Before segment one, players must declare their actions - even if giving a basic description (cast a spell, fire a ranged weapon, fight with melee weapon, charge, run away, etc.) A player is free to change his character's action after it is declared, but his character will now act in segment three of the combat round.

Within the combat round segment, individual combatants will act in the order of their Initiative modifier (highest to lowest). Each player will have 10 seconds to decide upon a specific action and perform that action. It is therefore wise to plan in advance during the other players' actions. If the player doesn't act within 10 seconds, his character is dropped down to segment three as if he had held action. If you are in segment three and you take longer than 10 seconds, you lose your action for that combat round.

What do you think? Do all of these sound too harsh?

Retreater
 

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It might be time for you to take a break from being the DM.
If it were only one of your players, then I'd say deal with that player.
But if several of your players are causing you problems, it might instead be you who needs a break from running to get a new perspective as a player. Especially if it's to a point where it's making you angry.

I've had the very same problems that you have had with your group, but coming down hard on your players is a good way to find yourself without a group.

If you have issues with player initiatives, then you take over that.
If someone rolls dice constantly, find a soft surface for them to roll on.
If people show up late, their PCs aren't there until they are and they get no XP for that period of time.
If they take took long planning (subjective amounts of time), say to the active player "10 seconds". If they are still talking, that player delays his action and you move to the next person/monster in the initiative stack.
 

Retreater said:
I've been DMing nonstop for about 3 years now. And even though I really like DMing there are certain things my players do that really get on my nerves - especially bogging down gameplay and slowing down the pace to a near crawl. Not all of the players do this - most of the group actually likes taking actions and doing things.

So I'm wanting to create a document of expectations and general gamer etiquette rules.

There are also some gameplay house rules in here to help facilitate the game.

I would appreciate any comments.

1. The game starts at the designated time and ends at the designated time. Out of character conversations should be done away from the gaming table during breaks or on your own time. Since we take two weeks between each session, it's expected that players will level up their characters and purchase mundane gear between sessions. If your character isn't ready to go by the designated time, you may sit in another room until you're finished and jump into the game when you're ready. (We only get 4 hours every two weeks to play, so I want to cut down on the wasted time.)

Aren't you lucky? My group officially starts gaming at 6 PM, but we often don't start until 10 PM and will game until 7 AM. The gamers know each other but only meet at games, so they talk and talk and talk...

3. While planning is important to success in the game, sometimes the debates go on too long. Once the DM thinks all positions have been thoroughly explained (which usually takes a couple of minutes), he will call on the party to immediately put it to vote. Thereafter, for each minute the group continues to debate the topic, the DM will deduct 100 XP per character. (It's not unusual for our group to discuss a topic to death. Sometimes all they do all session long is discuss plans - which results in a few of our players calling it "Discussions and Debates." This happens more often than not when the bulk of the session is Out of Character discussions among the players.)

I think deducting XP is too much, but I agree that endless debates are a really bad thing.

4. [Initiative has been a problem in my game. Sometimes the initiative keeper skips over my monsters. Always, every session, in every combat, about half the group forgets about when their turn is coming up. They do not think about what actions they want to do while others are performing their actions. A single, straight-forward combat can drag on for well over an hour, because people are looking up spell effects (to decide if they want to cast them), counting and recounting movement squares on the battlemat, and being generally indecisive. If this rule seems a bit harsh, it's because I think it's necessary.]

We use a corner of the battlemat and write the init with dry erase markers. However, readied actions come up often enough that the system doesn't work all that well.

Before segment one, players must declare their actions - even if giving a basic description (cast a spell, fire a ranged weapon, fight with melee weapon, charge, run away, etc.) A player is free to change his character's action after it is declared, but his character will now act in segment three of the combat round.

No way! Players want to be able to react to events, too.

I think requiring a player to decide on a plan of action within ten seconds isn't too harsh, so long as they're not expected to complete the action in that period of time.
 

Sounds like a classic case of DM burnout. When little things like players fiddling with their Dice bother you so much you want to smack them over their heads, it's time to step back and hand over the reigns. Let your players decide who among them would be the best new DM, and enjoy some quality time just you as a player.

I recently suffered SEVERE burnout, albiet after ruinning a weekly eight-hour session for seven months. I resigned myself to be a player for a few months, and came back to DMing refreshed and full of ideas.
 

General observation - rules are no good unless consequences are outlined. Else they are simply rules which can be broken.

I have no problem with your article 1.

Article 2. Rules alone may not work. Actions need consequences. Tell your players that dice are only rolled when called for because rolling dice for no reason is distracting. If someone breaks that rule, then that person, since they are so driven to roll dice, can roll to see if a random monster encounter happens. After a few random monster encounters, the compulsive dice chuckers will get the message.

Article 3. Introduce a timer. Allow the party to disuss their plans. After a few minutes, take out the timer (egg timer is good) and announce to the party has until the timer runs out to decide their course of action. If at that time there is no consensus, you will call for each person's individual action and the game will proceed at that point. In character discussion (any planning has to have a component of in character discussion) that is long, loud and protracted will result in potential alerting of enemies or a random monster encounter. After a few times of losing the element of surprise, being surprised themselves or fighting a random monster encounter, they will clue in and get more decisive.

Article 4. There is lots of initative aids out there. Use them or make up your own. Don't change the intitative system simply because the current method of keeping track isn't working the way you want.

Further, inform each player that they have a max of one minute to declare what they are doing (1 minute is lots of time. Try talking about a topic for one minute .... it seems a long time to the speaker). At the end of their time, if they still have not decided, they are considered to be taking a defend action and do nothing else for that round. After a few rounds of not doing anything, the problem players will clue in and will declare actions within the time limit.

You want to modify their behaviour without be draconian about it. Keep the rules simple and have consequences and after a few consequences, the players will come around.
 

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