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What are your player behavior rules in F2F games?
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<blockquote data-quote="Man in the Funny Hat" data-source="post: 8117179" data-attributes="member: 32740"><p>I wrote this a long time ago, putting together a bunch of "rules" over a couple of years while reading about game-destroying disasters on the internet. I don't expect everyone to agree with every point. It's just a place to START to refine your own set of rules.</p><p></p><p> </p><p style="text-align: center"><strong>D&D Manifesto</strong></p> <ol> <li data-xf-list-type="ol">Having fun is the point of the exercise. If you're not enjoying the game, try to do something <em>constructive</em> about it, rather than be <em>disruptive</em> in the name of finding something to do. Don’t expect someone to <em>inflict</em> fun upon you either. The game is not meant to have you be passively entertained and <em>participation</em> is necessary.<br /> </li> <li data-xf-list-type="ol"><u>Communicate!</u> People don't have ESP and even though <em>you</em> may think something is obvious, others might not unless you say something. If you have a problem about something in the game then <em>say so</em> because more campaigns blow up because of mis- or non-communication than any other factor.<br /> </li> <li data-xf-list-type="ol">DM's get to enjoy the game too, but to DM's nothing in the game is a mystery and they can never stop coming up with ideas. So, be appreciative of the DM sacrificing any enjoyment of that part of the game for the entertainment of everyone else.<br /> </li> <li data-xf-list-type="ol">The day a DM can't deal with a helpful suggestion or sincere criticism from players about the campaign is the day the DM needs to give up the chair. The game does not revolve around stroking the DM's ego.<br /> </li> <li data-xf-list-type="ol">A campaign is not <em>absolutely</em> under a DM's control, but they have final authority for good reason. The DM should not attempt to force the campaign to progress ONLY in predestined directions and player characters can and will foil prearranged plans. Freedom of action for PC's is necessary for players to enjoy the game as it is intended to be played. Campaigns are supposed to be about the <em>Player Characters</em>, not the NPC’s.<br /> </li> <li data-xf-list-type="ol">The most satisfying combats are those teetering at the edge of death yet without actually crossing that threshold <em>unnecessarily</em>. The game is random and contains so many variables that it is impossible to plan perfectly, either as DM or player. Combat encounters are never a sure thing regardless of how meticulously designed they are. The edge of disaster is the most exciting place to be, but also the easiest for events to get out of control. This is just something that needs to be kept in mind by <em>everyone</em>.<br /> </li> <li data-xf-list-type="ol">The DM has at all times and in all ways the ability to kill the PC's whenever he bloody well feels like it. Simply having the next encounter be impossibly lethal is as easy as breathing, so a DM trying to <em>deliberately</em> kill the PC's has no business being the DM. What kind of fun is that for anybody? Players should face fun and interesting <em>challenges</em> for their PC's, not just Kobayashi Maru scenarios. A DM should want to see the PC's succeed, but that success should still be earned. <br /> </li> <li data-xf-list-type="ol">It is still in everybody's interest for a campaign to have places, creatures, or encounters that the PC's are <em>not</em> always able to defeat. It gives a campaign world a needed life of its own and is necessary for having any kind of verisimilitude and willing suspension of disbelief. Without that the game world and its dangers <em>always</em> scale to the PC's capabilities, which feels fake. But such impassable obstacles means that players and PC's need appropriate warnings about dangers. It also means that players do themselves no favors by <em>never</em> retreating or backing down, and <em>always</em> pushing mindlessly for victory, because that leaves the DM with no options except mindlessly pushing back. Don't go <em>looking</em> for the edge of the envelope - if you find it you won't be happy with the inevitable consequences.<br /> </li> <li data-xf-list-type="ol">It is in the interest of "fair play" for the DM to have NPC's operating under <em>generally</em> the same rules that the PC's do. But <em>fanaticism</em> about fairness is not in anyone’s interests either. Rules for PC's don't always apply the same to NPC's and vice versa, so don't expect them to. Only if the DM <em>overuses or abuses</em> the privilege of not needing to have NPC's and monsters conform to “rules” should players consider it an issue. The DM may need to explain some changes up front, while others remain entirely secret.<br /> </li> <li data-xf-list-type="ol">The players and their characters are not <em>always</em> bound by "the rules" in what they can do (or at least in what they can attempt.) There simply isn’t a rule for everything. One of a DM's biggest jobs is adjudication and adaptation of rules to the many situations that arise within a game, as well as creating new rules when necessary. So, by definition, PC's can at least attempt to do things outside of the rules (and even get some credit for creativity, unless they make themselves a pest by <em>constantly</em> trying to do things not covered by the rules). To deny the same creative privilege to the DM would be silly.<br /> </li> <li data-xf-list-type="ol">The DM is not a slave to the dice. Dice don’t run the game, the DM does. Certainly a DM is free to alter dice rolls that would <em>negatively</em> affect the PC's, but just because you can doesn’t mean that you should. It is a useful tool to have, but to adjust results <em>against</em> the PC’s without <em>really</em> good reasons is a dick move. Slavish obedience to dice results can also be an attempt to dodge the <em>responsibilities</em> of the DM too: “Don't blame ME, that's what the dice dictated...” The DM <em>already</em> has vast latitude in deciding how many and how often dice rolls get made, as well as in applying many of the modifiers that would affect rolls. To short-circuit the process and just dictate a die roll is really no different than that. To roll dice means that the DM still wants random chance to decide, but (rarely!) things can be important enough that the DM can decide to just dictate them.<br /> </li> <li data-xf-list-type="ol">The DM is not required to roll dice in the open, and I believe should even be discouraged from it. There are often factors at work that the players need not – even <em>should</em> not – know, suspect, or be able to infer by meta-game math. It makes the occasional open die roll for all to see that much more tense, or demonstrates an attitude the DM may have about the outcome without breaking character to explain in detail. <em>Players</em> should always roll their dice openly. Nothing is kept secret from the DM such that it is outside their adjudication and veto power.<br /> </li> <li data-xf-list-type="ol">There <em>will</em> be differences of opinion about rules. Rules-lawyering should be kept to a minimum during the game. State the objections, the DM considers all sides, and then makes a ruling. If players take exception to the ruling, <em>bring it up later</em>. Don't bog the game down with rules arguments. If something can be resolved by simply looking it up quickly in the rules, do it. Still, the DM is not perfect, not every ruling in a game is a new law graven in stone, nor an unforgivable insult, nor does the DM always need to explain at that moment all their reasons for ruling as they do.<br /> </li> <li data-xf-list-type="ol">Retroactive Continuity (or 'retconning', or 'retcon' for short) means making everything better by <em>deus ex machina</em>, or simply declaring a “do-over.” It works, but it is never very satisfying for anyone. It may still be better to simply <em>accept</em> what has taken place, no matter how stupidly or badly it was done. DM's need to carefully consider their options in such circumstances.<br /> </li> <li data-xf-list-type="ol">Characters die, and occasionally <em>should</em> die permanently. I firmly believe that resurrection magic is in the game only because it is<em> easy</em> for characters to die. Playing on the edge of death and disaster is more fun and exciting (as previously noted), but if permanent character death never <em>really</em> occurs then you're <em>not</em> actually playing “on the edge.” Players forget this and push situations to undesirable limits. This fearlessness was not intended but prevents the DM from planning any sort of fight other than Last Man Standing. The DM <em>can’t</em> predict who will die or when. Players must be willing to have their characters flee to survive <em>before</em> it's too late, and the DM must often simply <em>let them flee,</em> so that fleeing is actually a viable and accepted option (especially if the rules don't make it one).<br /> </li> <li data-xf-list-type="ol">Players must learn the rules. There are no <em>tests</em> and no required <em>memorization</em>, but it's reasonable to expect that players read the entire Players Handbook and be able to understand it. <em>Everyone</em> new to the game must accept that they will need to do a lot of reading and put effort into learning the game. There is a lot of information they'll need to absorb right from the start. The basics of RPG's can be learned in an hour. After a few sessions, players shouldn't need basics or mechanics specific to their character explained anymore. Players should pay attention to rules being applied by <em>other</em> players and other characters besides their own. Those who can't be <em>bothered</em> to learn the game fully (and not just one piece of it) should only be given limited leeway and can be asked to leave. Only if the DM informs players up front that the rules <em>don't matter</em>, or the player actually has learning disabilities is <em>anyone</em> excused from seeking a general, functional knowledge of the game. <br /> </li> <li data-xf-list-type="ol">Regarding "Table Rules": Wherever the game session is taking place respect the host and their property, and assist in getting others to respect the Table Rules as well, not just yourself. Don't make a mess. Clean it up if you do. <em>Behave</em>. You are a GUEST, even in the house of a friend, so act accordingly. Sadly, it is necessary to state that this includes being mindful of your own bodily hygiene. Save them and yourself the embarrassment by not letting it even become necessary. Any polite request that you bathe, brush your teeth/use mouthwash, stop interrupting, stop being an ass, pay attention to the game instead of your phone, computer, book, TV, etc. must NOT be taken as an insult. It must be considered a <em>favor</em> to you, and an opportunity to better yourself as a person, if not as a player. Just correct the issue and move on. Players are typically responsible for their own food, drinks, etc. at games unless arrangements are made ahead of time. It is <em>basic</em> manners to reciprocate other players hospitality if/when it comes to be your turn to host the game. If you so desire or cannot afford to do so then advise people ahead of time so that other arrangements can be made. <em>Be on time.</em> If you will be late, decided not to attend, or must cancel suddenly, <em>let people know</em> as soon as you can. Often people have limited time to devote to the game so don't waste it for them. Bring the things you need to bring (dice, character sheets, players handbook, notepaper, a pen, etc.) and be ready to play promptly when you arrive.<br /> </li> <li data-xf-list-type="ol">There are some game rules which are simply subject to wide interpretation no matter what. Alignment, behavior of paladins and their obligations, and the preferred function of any number of rules MUST be clarified at the start, and perhaps occasionally restated - even when you believe that you go by the book. Don't assume the players know what you wants, or how you prefer to interpret or run things. Some things must actually be <em>stated</em> to players early and often to eliminate misunderstandings and worse. If you are not given such information as a player then demand it – or at least insist that you can't be held liable for having NOT been provided it. <br /> </li> <li data-xf-list-type="ol">Be fair and reasonable to other players and other PC's in-game. There is no excuse for either you <em>or your character</em> to be an intolerable ass. NONE. This is not an unreasonable restriction. It's a very basic supposition of the game that a radically diverse party works <em>together</em> for mutually agreeable ends. As a player you are largely obliged to find reasons for your character to <em>like</em> the other PC's, not seek to openly <em>antagonize</em> them. No one player OR character gets to dictate to others any less than the same full and unreserved participation they themselves have. The DM is obliged to maintain this atmosphere of civility and cooperation. Even if everyone has agreed otherwise<em> beforehand</em> to something other than that, the DM is still obliged to keep all attitudes and behavior from becoming disruptive or truly offensive, in-game and out.<br /> </li> <li data-xf-list-type="ol">If a player is about to do something the DM feels is stupid or disruptive he should halt the game and get clarification or correction. For example, if a character is about to kill an NPC for no apparent reason, then rather than allow it to happen and <em>then</em> get angry that it was done, the DM should stop play and find out what's going on. If the players response is unsatisfactory then deal with <em>that</em> first, instead of allowing the disruptive act to occur and trying to pick up the pieces <em>afterward</em>. Communication flows both ways and the DM does not need to act as if players should be forbidden to ever know how the DM does their job. DM's should step out of the game for a moment and communicate to the PERSON at the table. They should be able to freely explain <em>why</em> they rule as they do, even if they don't explain in detail during the game most of the time.<br /> </li> <li data-xf-list-type="ol">The <em>players</em> run their characters - the DM does NOT. Unless players are being disruptive the DM should keep his stinking paws off the PC's and players decisions. The DM does not control what the PC's do except if some form of in-game magical control has removed it from the player (such as charm, or lycanthropy). When the DM does gain control over a PC they need to be VERY judicious about what they then do with the character. The ONE THING players get to control in the game is the attempted actions of their characters, so when that power of choice is suspended DM's should take great care and caution. Similarly, although the DM determines what treasure is found it must generally be left up to the players and their characters to determine how it is distributed (unless it is done so badly by the players as to be disruptive or patently unfair).<br /> </li> <li data-xf-list-type="ol">There are certain things which should just be taboo at every table unless the DM has explicit permission from all players to take the game in those directions. They include, but are not at all limited to: Child abuse, sexual molestation or assault, rape, real-world racial stereotypes or intended parodies, extreme description of violence and gore, and excessive emphasis upon common phobias such as claustrophobia, arachnophobia, ophidiophobia (snakes), and so forth – at least not without confirming that players are not particularly sensitive to that. Don't be “<em>that</em> DM.”</li> </ol></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 8117179, member: 32740"] I wrote this a long time ago, putting together a bunch of "rules" over a couple of years while reading about game-destroying disasters on the internet. I don't expect everyone to agree with every point. It's just a place to START to refine your own set of rules. [CENTER][B]D&D Manifesto[/B][/CENTER] [LIST=1] [*]Having fun is the point of the exercise. If you're not enjoying the game, try to do something [I]constructive[/I] about it, rather than be [I]disruptive[/I] in the name of finding something to do. Don’t expect someone to [I]inflict[/I] fun upon you either. The game is not meant to have you be passively entertained and [I]participation[/I] is necessary. [*][U]Communicate![/U] People don't have ESP and even though [I]you[/I] may think something is obvious, others might not unless you say something. If you have a problem about something in the game then [I]say so[/I] because more campaigns blow up because of mis- or non-communication than any other factor. [*]DM's get to enjoy the game too, but to DM's nothing in the game is a mystery and they can never stop coming up with ideas. So, be appreciative of the DM sacrificing any enjoyment of that part of the game for the entertainment of everyone else. [*]The day a DM can't deal with a helpful suggestion or sincere criticism from players about the campaign is the day the DM needs to give up the chair. The game does not revolve around stroking the DM's ego. [*]A campaign is not [I]absolutely[/I] under a DM's control, but they have final authority for good reason. The DM should not attempt to force the campaign to progress ONLY in predestined directions and player characters can and will foil prearranged plans. Freedom of action for PC's is necessary for players to enjoy the game as it is intended to be played. Campaigns are supposed to be about the [I]Player Characters[/I], not the NPC’s. [*]The most satisfying combats are those teetering at the edge of death yet without actually crossing that threshold [I]unnecessarily[/I]. The game is random and contains so many variables that it is impossible to plan perfectly, either as DM or player. Combat encounters are never a sure thing regardless of how meticulously designed they are. The edge of disaster is the most exciting place to be, but also the easiest for events to get out of control. This is just something that needs to be kept in mind by [I]everyone[/I]. [*]The DM has at all times and in all ways the ability to kill the PC's whenever he bloody well feels like it. Simply having the next encounter be impossibly lethal is as easy as breathing, so a DM trying to [I]deliberately[/I] kill the PC's has no business being the DM. What kind of fun is that for anybody? Players should face fun and interesting [I]challenges[/I] for their PC's, not just Kobayashi Maru scenarios. A DM should want to see the PC's succeed, but that success should still be earned. [*]It is still in everybody's interest for a campaign to have places, creatures, or encounters that the PC's are [I]not[/I] always able to defeat. It gives a campaign world a needed life of its own and is necessary for having any kind of verisimilitude and willing suspension of disbelief. Without that the game world and its dangers [I]always[/I] scale to the PC's capabilities, which feels fake. But such impassable obstacles means that players and PC's need appropriate warnings about dangers. It also means that players do themselves no favors by [I]never[/I] retreating or backing down, and [I]always[/I] pushing mindlessly for victory, because that leaves the DM with no options except mindlessly pushing back. Don't go [I]looking[/I] for the edge of the envelope - if you find it you won't be happy with the inevitable consequences. [*]It is in the interest of "fair play" for the DM to have NPC's operating under [I]generally[/I] the same rules that the PC's do. But [I]fanaticism[/I] about fairness is not in anyone’s interests either. Rules for PC's don't always apply the same to NPC's and vice versa, so don't expect them to. Only if the DM [I]overuses or abuses[/I] the privilege of not needing to have NPC's and monsters conform to “rules” should players consider it an issue. The DM may need to explain some changes up front, while others remain entirely secret. [*]The players and their characters are not [I]always[/I] bound by "the rules" in what they can do (or at least in what they can attempt.) There simply isn’t a rule for everything. One of a DM's biggest jobs is adjudication and adaptation of rules to the many situations that arise within a game, as well as creating new rules when necessary. So, by definition, PC's can at least attempt to do things outside of the rules (and even get some credit for creativity, unless they make themselves a pest by [I]constantly[/I] trying to do things not covered by the rules). To deny the same creative privilege to the DM would be silly. [*]The DM is not a slave to the dice. Dice don’t run the game, the DM does. Certainly a DM is free to alter dice rolls that would [I]negatively[/I] affect the PC's, but just because you can doesn’t mean that you should. It is a useful tool to have, but to adjust results [I]against[/I] the PC’s without [I]really[/I] good reasons is a dick move. Slavish obedience to dice results can also be an attempt to dodge the [I]responsibilities[/I] of the DM too: “Don't blame ME, that's what the dice dictated...” The DM [I]already[/I] has vast latitude in deciding how many and how often dice rolls get made, as well as in applying many of the modifiers that would affect rolls. To short-circuit the process and just dictate a die roll is really no different than that. To roll dice means that the DM still wants random chance to decide, but (rarely!) things can be important enough that the DM can decide to just dictate them. [*]The DM is not required to roll dice in the open, and I believe should even be discouraged from it. There are often factors at work that the players need not – even [I]should[/I] not – know, suspect, or be able to infer by meta-game math. It makes the occasional open die roll for all to see that much more tense, or demonstrates an attitude the DM may have about the outcome without breaking character to explain in detail. [I]Players[/I] should always roll their dice openly. Nothing is kept secret from the DM such that it is outside their adjudication and veto power. [*]There [I]will[/I] be differences of opinion about rules. Rules-lawyering should be kept to a minimum during the game. State the objections, the DM considers all sides, and then makes a ruling. If players take exception to the ruling, [I]bring it up later[/I]. Don't bog the game down with rules arguments. If something can be resolved by simply looking it up quickly in the rules, do it. Still, the DM is not perfect, not every ruling in a game is a new law graven in stone, nor an unforgivable insult, nor does the DM always need to explain at that moment all their reasons for ruling as they do. [*]Retroactive Continuity (or 'retconning', or 'retcon' for short) means making everything better by [I]deus ex machina[/I], or simply declaring a “do-over.” It works, but it is never very satisfying for anyone. It may still be better to simply [I]accept[/I] what has taken place, no matter how stupidly or badly it was done. DM's need to carefully consider their options in such circumstances. [*]Characters die, and occasionally [I]should[/I] die permanently. I firmly believe that resurrection magic is in the game only because it is[I] easy[/I] for characters to die. Playing on the edge of death and disaster is more fun and exciting (as previously noted), but if permanent character death never [I]really[/I] occurs then you're [I]not[/I] actually playing “on the edge.” Players forget this and push situations to undesirable limits. This fearlessness was not intended but prevents the DM from planning any sort of fight other than Last Man Standing. The DM [I]can’t[/I] predict who will die or when. Players must be willing to have their characters flee to survive [I]before[/I] it's too late, and the DM must often simply [I]let them flee,[/I] so that fleeing is actually a viable and accepted option (especially if the rules don't make it one). [*]Players must learn the rules. There are no [I]tests[/I] and no required [I]memorization[/I], but it's reasonable to expect that players read the entire Players Handbook and be able to understand it. [I]Everyone[/I] new to the game must accept that they will need to do a lot of reading and put effort into learning the game. There is a lot of information they'll need to absorb right from the start. The basics of RPG's can be learned in an hour. After a few sessions, players shouldn't need basics or mechanics specific to their character explained anymore. Players should pay attention to rules being applied by [I]other[/I] players and other characters besides their own. Those who can't be [I]bothered[/I] to learn the game fully (and not just one piece of it) should only be given limited leeway and can be asked to leave. Only if the DM informs players up front that the rules [I]don't matter[/I], or the player actually has learning disabilities is [I]anyone[/I] excused from seeking a general, functional knowledge of the game. [*]Regarding "Table Rules": Wherever the game session is taking place respect the host and their property, and assist in getting others to respect the Table Rules as well, not just yourself. Don't make a mess. Clean it up if you do. [I]Behave[/I]. You are a GUEST, even in the house of a friend, so act accordingly. Sadly, it is necessary to state that this includes being mindful of your own bodily hygiene. Save them and yourself the embarrassment by not letting it even become necessary. Any polite request that you bathe, brush your teeth/use mouthwash, stop interrupting, stop being an ass, pay attention to the game instead of your phone, computer, book, TV, etc. must NOT be taken as an insult. It must be considered a [I]favor[/I] to you, and an opportunity to better yourself as a person, if not as a player. Just correct the issue and move on. Players are typically responsible for their own food, drinks, etc. at games unless arrangements are made ahead of time. It is [I]basic[/I] manners to reciprocate other players hospitality if/when it comes to be your turn to host the game. If you so desire or cannot afford to do so then advise people ahead of time so that other arrangements can be made. [I]Be on time.[/I] If you will be late, decided not to attend, or must cancel suddenly, [I]let people know[/I] as soon as you can. Often people have limited time to devote to the game so don't waste it for them. Bring the things you need to bring (dice, character sheets, players handbook, notepaper, a pen, etc.) and be ready to play promptly when you arrive. [*]There are some game rules which are simply subject to wide interpretation no matter what. Alignment, behavior of paladins and their obligations, and the preferred function of any number of rules MUST be clarified at the start, and perhaps occasionally restated - even when you believe that you go by the book. Don't assume the players know what you wants, or how you prefer to interpret or run things. Some things must actually be [I]stated[/I] to players early and often to eliminate misunderstandings and worse. If you are not given such information as a player then demand it – or at least insist that you can't be held liable for having NOT been provided it. [*]Be fair and reasonable to other players and other PC's in-game. There is no excuse for either you [I]or your character[/I] to be an intolerable ass. NONE. This is not an unreasonable restriction. It's a very basic supposition of the game that a radically diverse party works [I]together[/I] for mutually agreeable ends. As a player you are largely obliged to find reasons for your character to [I]like[/I] the other PC's, not seek to openly [I]antagonize[/I] them. No one player OR character gets to dictate to others any less than the same full and unreserved participation they themselves have. The DM is obliged to maintain this atmosphere of civility and cooperation. Even if everyone has agreed otherwise[I] beforehand[/I] to something other than that, the DM is still obliged to keep all attitudes and behavior from becoming disruptive or truly offensive, in-game and out. [*]If a player is about to do something the DM feels is stupid or disruptive he should halt the game and get clarification or correction. For example, if a character is about to kill an NPC for no apparent reason, then rather than allow it to happen and [I]then[/I] get angry that it was done, the DM should stop play and find out what's going on. If the players response is unsatisfactory then deal with [I]that[/I] first, instead of allowing the disruptive act to occur and trying to pick up the pieces [I]afterward[/I]. Communication flows both ways and the DM does not need to act as if players should be forbidden to ever know how the DM does their job. DM's should step out of the game for a moment and communicate to the PERSON at the table. They should be able to freely explain [I]why[/I] they rule as they do, even if they don't explain in detail during the game most of the time. [*]The [I]players[/I] run their characters - the DM does NOT. Unless players are being disruptive the DM should keep his stinking paws off the PC's and players decisions. The DM does not control what the PC's do except if some form of in-game magical control has removed it from the player (such as charm, or lycanthropy). When the DM does gain control over a PC they need to be VERY judicious about what they then do with the character. The ONE THING players get to control in the game is the attempted actions of their characters, so when that power of choice is suspended DM's should take great care and caution. Similarly, although the DM determines what treasure is found it must generally be left up to the players and their characters to determine how it is distributed (unless it is done so badly by the players as to be disruptive or patently unfair). [*]There are certain things which should just be taboo at every table unless the DM has explicit permission from all players to take the game in those directions. They include, but are not at all limited to: Child abuse, sexual molestation or assault, rape, real-world racial stereotypes or intended parodies, extreme description of violence and gore, and excessive emphasis upon common phobias such as claustrophobia, arachnophobia, ophidiophobia (snakes), and so forth – at least not without confirming that players are not particularly sensitive to that. Don't be “[I]that[/I] DM.” [/LIST] [/QUOTE]
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What are your player behavior rules in F2F games?
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