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What issues should a new group settle up front?
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<blockquote data-quote="Man in the Funny Hat" data-source="post: 2749662" data-attributes="member: 32740"><p>[Include explanations and reasons for any/all of the following to avoid having your game seem like a prison camp.]</p><p></p><p>Obligations OF the host of the location of the game, obligations TO the host.</p><p>Obligations OF the DM to the players, obligations TO the DM BY the players.</p><p>Basic game session information and such not covered by the above if deemed necessary. Things like when the game starts, obsessions about promptness, how to communicate with the DM/other players between game sessions, who will be allowed as players, what behavior will get you booted from the group, etc.</p><p>Allowed classes, races, and rules supplements.</p><p>DM's intended approach to the game in general (high fantasy, gritty, hack-and-slash, heavy roleplaying...)</p><p>Alignment - what it does/doesn't mean/do as far as the _DM_ is concerned; no bringing evil characters into a good party, no use of alignment as an excuse to play a character that is an annoying ass.</p><p>Paladins - what they are/aren't obligated to do and when/if the DM will give them warning before stripping them of powers for "being bad paladins".</p><p>Other restrictions on play such as "Death to players for speaking OOC", "Death to players that insist on their characters being annoying, uncooperative, or outright antagonistic and attempting to excuse it as "honestly roleplaying my character", etc...</p><p>Most likely to be encountered house rules that a new player might otherwise expect NOT to have to deal with or that most significantly impact play (e.g., not using AOO, or "I make Raise Dead EXTREMELY difficult to get so either have new characters ready to play or don't ever have your character do something dangerous if you can help it."</p><p>Basics of the campaign setting that the players won't already know.</p><p></p><p>Remember always that this is NOT a means to DICTATE to players - it should be a means to COMMUNICATE between all participants. Anything graven in stone and utterly non-negotiable should be indicated as such along with reasons WHY. Otherwise, it should (IMO must) be allowed that players can ask for exceptions, additions, deletions or other alterations to anything presented.</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 2749662, member: 32740"] [Include explanations and reasons for any/all of the following to avoid having your game seem like a prison camp.] Obligations OF the host of the location of the game, obligations TO the host. Obligations OF the DM to the players, obligations TO the DM BY the players. Basic game session information and such not covered by the above if deemed necessary. Things like when the game starts, obsessions about promptness, how to communicate with the DM/other players between game sessions, who will be allowed as players, what behavior will get you booted from the group, etc. Allowed classes, races, and rules supplements. DM's intended approach to the game in general (high fantasy, gritty, hack-and-slash, heavy roleplaying...) Alignment - what it does/doesn't mean/do as far as the _DM_ is concerned; no bringing evil characters into a good party, no use of alignment as an excuse to play a character that is an annoying ass. Paladins - what they are/aren't obligated to do and when/if the DM will give them warning before stripping them of powers for "being bad paladins". Other restrictions on play such as "Death to players for speaking OOC", "Death to players that insist on their characters being annoying, uncooperative, or outright antagonistic and attempting to excuse it as "honestly roleplaying my character", etc... Most likely to be encountered house rules that a new player might otherwise expect NOT to have to deal with or that most significantly impact play (e.g., not using AOO, or "I make Raise Dead EXTREMELY difficult to get so either have new characters ready to play or don't ever have your character do something dangerous if you can help it." Basics of the campaign setting that the players won't already know. Remember always that this is NOT a means to DICTATE to players - it should be a means to COMMUNICATE between all participants. Anything graven in stone and utterly non-negotiable should be indicated as such along with reasons WHY. Otherwise, it should (IMO must) be allowed that players can ask for exceptions, additions, deletions or other alterations to anything presented. [/QUOTE]
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