What are your "Group Rules"?

* Play with each other, not against each other. Don't offend, insult, or irritate the other players. That includes in-game actions (such as betraying the party).
* Don't split up. Everyone should go on the same adventures - don't let the party go on an adventure while you decide to take a cruise to the Northern Isles.
* Bring cigarretes for the DM to smoke. :D (That's me)
* The DM will arrange for some food every second game or so, and we'll order out if we want more. Sometimes we coordiante a large purchase in advance, buying pitas and humus and so on... it's a middle-eastern thing.
* We play only if all major characters are present, unless the group is large in which case missing one is OK. Less critical characters are expandable (i.e. characters not pivotal to the current plot/situation), we MAY play without them.
* We play once a week at most, for about 6 hours.

That's about it.
 

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We play every week, you know this, don't plan for something else unless it's important like a wedding or studying for finals.

The DM (we rotate) is perfectly within his/her purview to insist the game be played at his/her house, however, the host cooks and everybody pitches in to cover the cost off food (this works out well because we all like to cook)

In general, if you are talking out of character, it's customary to put your hand on top of your head if it could be misconstrued as coming from your character (but we don't hold people to it as a rule)

The faster dinner is eaten and the dishes removed from the table, the faster we can play but don't eat so quick we need to give you a heimlich.

Keep your pencil away from me or I'll probably chew on it (and I quit smoking like 20 years ago now)
 


1. Die rolls are valid only if they fall on the table, ground is a reroll, no whining.
2. Looking at a book during the game requires a reason, like reading spells or clarifying a feat efect.
3. Making yourself a new sheet during the game, or choosing abilities is not allowed, pay attention to the game is more important than finding the perfect ability.

I can't remember any other right now.
 

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.
 

Two players must be present to play. If someone is missing, the game either continues as normal with that character absent, or alternatively we play a goofy side-game.

Food is generally accomplished by a food run, people pay for themselves.

That's about it, I guess. Certainly "the game is supposed to be fun" is prevalent, though.
 

The_Universe said:
What are your group's "Group Rules?" Not house rules for a particular game or system, but a set of implied or explicit codes of conduct or behavior that everyone is supposed to abide by. Who's supposed to bring the chips and soda (or beer)? What happens when there's a disagreement? How many players have to be present to play? Stuff like that.

Please, share!

OK I'll post mine

House Guide Lines

I assume you are a mature adult with good hygiene and social skills. If real life tm gets in the way let me know. I would rather you come fit rested and ready to rumble than burned out.

If you are going to be late or can’t come… Call please

Food is vital to good gaming and everyone needs to eat. In other words
Nobody Goes Hungry

In general most people should pay for themselves. If this is not possible than a communal pot can be arranged

Transportation is done communally several of my players cannot drive. It is expected that any player given a ride contribute to a gas fund or pay for a share of the driver’s supper. Make your own arrangements if you need to car pool

No Gender Benders please. This rule is just a reaction to bad cross gender role-playing and in time when I know your skills are up to will be waived. It is just a pet peeve of mine so humor me. And yes the applies to ladies as well

There will be a maximum of One Weirdo Character per group with exceptions made for very interesting linked concepts. First come first played. Of course this does not apply in some settings , Supers for instance, where everyone is expected to be weird anyway.

The setting is important and does control what concepts are allowed so please don’t fight the setting. If you feel too constrained let me know up front.

I use a limited number of house rules in most of my games. I will give you a sheet for the game system, so no worries

The main focus of my games is character and story exploration with elements of acting and storytelling. D&D/D20 is the exception here where the focus is on overcoming combat challenges with everything else secondary

My non D&D games are not about “leveling up”, puzzles or combat although all of those things do happen. If those things are mainly what you are interested in than my D&D game will be more fun for you.

Outside of D&D/D20 There is no niche protection in my games. What I mean is that I don’t expect to parcel up skills into easy bite sized pieces. If you don’t want to play a certain type of character than don’t. This is not going to be a tactical game (unless I make a rare exception and it is discussed first) so it isn’t necessary to have “one of each”. If your character and another character have the same skill set that’s fine. Work it among yourselves.

Feel free to go discuss character backgrounds among yourselves. Conversely feel free not to. Its up to you. However you do need to discuss them with me.

If you don’t have a good description or drawing of your character than just let me know “Who would play him in the movie’” A description is a vital part of the character. Don’t neglect it!

Ham it up if you like! We are here to have fun and “The William Shatner School of Drama (in context of course) is perfectly fine for an RPG

I like Monte Python as much as the next gamer but we are here to play. If you want to get together and yak, I say great but discuss it with the group first. I like the idea of board games or just talking. It’s also a great solution if one or more key players are unable to attend

Please have a good background in mind. I am flexible about backgrounds and will in most cases allow “retconning” of the background to fits the needs of the game.

Please be proactive! Don’t sit around and expect me to spoon feed you plots all the time.

I like to soundtrack adventures. This is totally optional but can add to the fun but the group can and should feel free to say no.

I use various Drama point systems. These systems give you directorial power over your character and I encourage you to use them in a fun manner. They are not just BSP’s (Butt Saver Points) but a tool to let you take charge of the game. Try it. I think you will like it.

There really is no need to cheat with the Drama Point systems. Avoid the temptation please

Exercise courtesy at the gaming table and away from it please. This means act like a grown up and don’t throw a spat because something in the game doesn’t go your way. Deal with problems in a mature way at an appropriate time.

When it comes to game selection I play and GM a pretty wide range of systems. As GM I always get the tiebreaker vote and a veto but the groups does get a say in what is run. Please be up front about it if you really dislike a particular system

My preferred systems
GURPS
Unisystem
Savage Worlds
D20
HARP

Others will be considered on a case by case basis
 

Our rules:

- Only 1 jerk allowed per game (and that is always me).
- Our wives have absolute veto power over everything (they don't play though). It's just easier that way ;)
 

Floor Rolls don't count, reroll the offending dice.
Don't smash bad dice on the table, take the hammer and go outside.
No foul language before the children are in bed. Offenders must pay $0.50 per child into their piggy banks. ( doubled if the child repeats it )
No smoking in the house, take it outside.
Give the devil (me) his Dew. ( Mountain Dew that is. )

No other rules have needed to be said...
 

  • Commitment. Barring sudden emergencies, be at the game and on time. If you can't make it, let me know at least 24 hours in advance.
  • We play to have fun, but I expect players to behave sensibly, and try to play seriously.
  • Help me tidy up at the end of the night.
  • Don't argue with the DM (me). Save it for after the game.
 

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