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What issues should a new group settle up front?
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<blockquote data-quote="Kahuna Burger" data-source="post: 2748634" data-attributes="member: 8439"><p>It occurs to me that a lot of threads about "group contracts" end up bogged down in play style disputes, and a lot of arguments about play style end up boiling down to DM and players needing to be on the same page for everyone to have fun. So I thought I'd try to come into both questions at a more meta level - <strong>without taking a side on the questions raised,</strong> what sort of issues, either practical or play style, do you think a new group should hash out before they start playing?</p><p></p><p>For me:</p><p></p><p>Death Level - how hard do players want to have to work for their characters to die? Do they prefer the risk of death from any random encounter, or a bit more of a safety cushion? Perhaps more importantly, if they want that cushion should it be mechanical (action points and automatic stabalization) or narrative (limited plot immunity)?</p><p></p><p>Expressed vs Implied evil - Should the villian be known to be an evil puppy kicker, but never have to deal with specific incidents? Should the PCs see a puppy get kicked? Should the PC's puppy actually be kicked in front of them? What if a player wants a puppy character?</p><p></p><p>Time commitment - how many hours are going to go into the game? every week games vs every other?</p><p></p><p>PC relations - are the PCs going to work together or else? Or would everyone be happy with occasional PVP? How about nigh constant PVP? </p><p></p><p>Acceptable and unacceptable allignment/personality types - connected to the above but maybe worth pulling out. If as a player or a DM you have a type of character you don't want to be in a group with, get it out there in advance.</p><p></p><p>I have strong feelings on the answers to many of these, but for the purposes of this thread they are just some of the things I'd like to be on the same page as my group with, be I player or DM.</p></blockquote><p></p>
[QUOTE="Kahuna Burger, post: 2748634, member: 8439"] It occurs to me that a lot of threads about "group contracts" end up bogged down in play style disputes, and a lot of arguments about play style end up boiling down to DM and players needing to be on the same page for everyone to have fun. So I thought I'd try to come into both questions at a more meta level - [B]without taking a side on the questions raised,[/B] what sort of issues, either practical or play style, do you think a new group should hash out before they start playing? For me: Death Level - how hard do players want to have to work for their characters to die? Do they prefer the risk of death from any random encounter, or a bit more of a safety cushion? Perhaps more importantly, if they want that cushion should it be mechanical (action points and automatic stabalization) or narrative (limited plot immunity)? Expressed vs Implied evil - Should the villian be known to be an evil puppy kicker, but never have to deal with specific incidents? Should the PCs see a puppy get kicked? Should the PC's puppy actually be kicked in front of them? What if a player wants a puppy character? Time commitment - how many hours are going to go into the game? every week games vs every other? PC relations - are the PCs going to work together or else? Or would everyone be happy with occasional PVP? How about nigh constant PVP? Acceptable and unacceptable allignment/personality types - connected to the above but maybe worth pulling out. If as a player or a DM you have a type of character you don't want to be in a group with, get it out there in advance. I have strong feelings on the answers to many of these, but for the purposes of this thread they are just some of the things I'd like to be on the same page as my group with, be I player or DM. [/QUOTE]
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