Here's what I've been thinking of trying to implement (but fear it may be too late):
Rules for Gaming
(AKA – the Stuff that’s not in the Books)
We’re here to play a game that should be fun for everyone involved. That being said, there are certain kinds of fun that cannot and should not be pursued during this particular time together. It’s just a game. If it’s disturbing or otherwise altering real life situations in a negative way, do yourself (and everyone else) a favor and take a break for as long as you need to get things back in their proper order. In order to best ensure that this does not happen, the following guidelines should be adhered to.
All of the below rules can be summed up as follows: 1) Remember it’s a game, and 2) Don’t be an ass.
Attendance
1.) Game planning is to happen publicly. Keep everyone in the group notified of what and when you want to play or run. Don’t hassle them if they decline, but don’t presumptively cut someone out of a discussion (unless it’s supposed to be a surprise).
Caveat: A public discussion that you decide not to look at is still public. The discussion-starter is free to determine the format.
2.) Feel free to skip out on a session that doesn’t interest you. You won’t be rewarded for your absence, but nor will you be penalized. We’re busy people with busy schedules. Do what you have to do.
3.) A regularly scheduled game requires 4 players, or 50% of the group (not including the GM), whichever is less. You may waive your right to halt the session due to your absence if you so choose. Every reasonable effort will be made to include every player for every session. The host determines what is “reasonable.” The GM is, of course, required for any session.
Caveat: If you feel that you are falling behind, feel free to contact the GM to schedule an extra session so that you can “catch up.”
4) The GM hosts. The GM may run the game wherever he or she chooses, so long as the location is reasonable. Steam tunnels, sewers, and secret volcano lairs are considered unreasonable.
5) If you need to cancel, for any reason, just let us know. Real life can be a bitch, but she’s a bitch you need to keep happy. Remember that it’s just a game, so even if you miss a world- shattering event in the game, you still didn’t miss a thing that will affect a single, solitary part of your actual livelihood.
Punctuality
1) If you cannot arrive within 15 minutes of the agreed-upon gathering time, call the host (or someone who can contact the host) and let them know. We may or may not wait for you. No bitching allowed.
Consumables
1) Arrangements for food should be made at the same time the game is being scheduled. Snacks and more substantial offerings are perfectly acceptable at the game table. If you make a mess, please clean it up yourself. If you bring snacks (not including bringing your supper with you), please bring enough to share.
2) Drink whatever you want, as long as it’s not likely to kill you or others. The host is not responsible for hiding your corpse from the police. As with snacks, please consider sharing. The host will provide ice, fridge-space, or both.
3) Smoke when you need or want to, but try to confine it to times when your character is not urgently needed. Don’t get mad if you missed something while you were out.
4) Keep food and drink off of the gaming surface.
5) Please take your trash (food wrappers, empty drinks, etc.) with you when you leave. It doesn’t have to go home with you, but it can’t stay here. Recycling is informally discouraged.
Gaming Etiquette
1) Bring your own supplies. Please purchase (or borrow) your own copy of the core book for whatever game we’re playing. Bring your own dice, or make arrangements to borrow them from another player: each player should have a full set of dice appropriate for the game being played. Have your character sheet, or have it stored in a place that makes it easily accessible. The GM is not responsible for remembering or storing your statistics. You are encouraged (but not required) to purchase a miniature to miniature to represent your character during tactical situations.
Caveat: If you do not have your stats and still arrive to play, the GM may fabricate them. The GM is encouraged to be as creative as possible, and may (by rights) temporarily alter your character’s race, gender, class, hair color, etc. If you should choose to produce a new character sheet, fill it out thoroughly and completely. This will be your character sheet from now on. If you had better equipment (or stats) on the old version, too bad.
2) Computers are allowed at the table, but may only be used for specific activities. Please, no idle web browsing, e-mail checking, chatting, or instant messaging. Playing music, tracking resources, or accessing other electronic gaming resources is allowed by GM’s discretion. Actual gaming takes table priority, so keep computers off of the gaming surface.
Caveat: Be aware of the location of any cords attached to your computer. Do your best to ensure that the gaming area does not begin to resemble an obstacle course.
3) Roll dice in the open, where at least one other player can see. A flat surface (such as the table, or a well-balanced book) is preferred. Cocked dice will be re-rolled, no griping. The GM determines when a die is cocked.
4) Be honest. Cheating is highly discouraged. If the GM suspects you of cheating, be aware that he or she is also perfectly capable of fabricating numbers, statistics, and abilities. Continued cheating will not be tolerated.
5) Stay as focused as is reasonably possible. Out of character comments that can be construed as being in character will be interpreted as such. Be mindful of other’s attempts to act in character. Be respectful of others’ time(s) in the spotlight, and remember to spread the glory around. Role playing is as much a part of the game as roll playing. Keep snide comments to a minimum, but remember that there’s nothing quite as valuable as a good laugh.
Additionally: Please do not demand to “kill something,” or “murder” during an in-character conversation. You’d be angry if they demanded the same while you were roleplaying, so grin and bear it with the assurance that you’ll get your chance.
6) The whole group need not be included in every discussion, in-character or out. However, be respectful of players’ wishes, and try to include those who feel they should be included. If, by design or otherwise, you are not involved in a discussion, be respectful and do not distract from it.
7) Act when it’s your turn, don’t try to act when it’s not. If another player has begun to roll dice, and you remember a bonus or attack you forgot, too bad. You’ll get a chance to use it next turn. Think about what you will do during the other player’s turns, and be ready to act when yours comes around again. The attendant rule for your action should be prepared before you declare it.
8) Out-of-character advice on strategy and tactics should only be given if asked for. Each player has only one character for a reason.
9) Don’t metagame (much). You’re in this to have fun, so have your character’s do whatever you think will be fun (and try to have it make at least some sense in character). However, don’t be shocked if it’s not successful, no matter how fun you thought it would be. In a roleplaying game, you can try to do anything. The key word is try. The penalty for failure, should it arise, must be accepted as a part of the game.
10) Accept the consequences for your actions. No matter how cool you might think having your character swim through lava would be, the GM is perfectly within reason to say, "that will kill you," without you responding, "Railroading! I no longer have any input in my character's actions!"
Furthermore: It should not be up to the GM to have to make game-bending decisions to try to fix the unreasonable actions of his or her players. If you're so set on a course of action of your own that you're effectively trying to "railroad" the DM, you'd better be prepared when he tells you that the bridge ahead isn't finished, and you're going to steam over the canyon’s edge. You got on the train and made it go - don't get pissed off when he doesn't make a bridge appear for you.
12) There is a time and a place to make decisions of a large magnitude - the GM usually lets you know when those times are. But if you futz around and refuse to decide, don't be surprised if events move beyond your control. Further, there are times when it makes no sense to have a major epiphany, or for your character to suddenly shift in personality, temperament, or worldview.
13) The GM is always right. You’re playing in his or her sandbox, and they are the final arbiter of the rules. For every ruling, you may challenge it once. Once the GM makes a decision, it is final. Further discussion can occur any time after the game, so long as it is civil.
Reminder: The GM will bend the rules for you far more times than they will be bent against you. He or she is not trying to kill your character, nor is he or she trying to steal your fun. Please remember that no matter how much work you’ve done, how much emotional investment you have in a character, he or she has done more for every session you participate in: they’ve made the effort to try to create something entertaining for you. Treat them with the respect that that effort should garner.
Messageboards and Email
1) The group maintains a private messageboard, to be used to discuss in and out of character issues related to the game of the moment. Involvement in discussions on the board are entirely voluntary, and every effort should be made to ensure that important decisions are made publicly, with input from all of the available players. However, please remember that just because you decide not to look at the public discussion does not mean that it is not public.
The board can be found here:
http://www.enworld.org/forumdisplay.php?f=208
2) In character discussions should happen during the game session as much as is possible. See gaming etiquette, rule 6.
3) Please Reply-All when discussing something over e-mail with the entire group. If you are concerned about inbox inflation, please use the messageboard linked above.
Miscellanea
1) It’s just a game. Forget that at your own peril.
2) Have fun. If you’re not having fun, change something. If you’re still not having fun, change something else. If you’re still not having fun after that, take a break. Friendship is not determined by your suitability to game with: don’t be afraid to quit, or to find another group. We’ll still love you.
3) Since it’s a game, don’t take it too seriously. Remember that your character, no matter long you’ve played him or her, is essentially only one step removed from the thimble (or top hat, or car) on the monopoly board. Losing the thimble doesn’t make monopoly unplayable, and neither does losing a character.