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<blockquote data-quote="Mirrorrorrim" data-source="post: 9192314" data-attributes="member: 7040132"><p>I have several rules at my table for Session Zero. Below are some big ones.</p><p></p><p>1. Create a character that has a legitimate reason and motivation to want to adventure with the party, and is flexible enough to be able to adjust when curveballs come your way. If you say "My character wouldn't go on this adventure" that's on you. You have absolute control of your character and it is never out of your control.</p><p>2. The spotlight follows the adventure. If you make decisions that write your character out of the story, your character is out of the story. Did you really want to play something else? Make something new, and remember Rule #1. If you don't want to follow rule #1 do you really want to play at my table?</p><p>3. Respect each other's agency. Want to have built-in strife or complications that does not ruin the party dynamic, like siblings or rivals, or romantic interest? Solicit interest from one of the other players. Talk to each other, to determine shared boundaries, and color within the lines. That way you can enjoy any bickering that will naturally fall by the wayside when either of you are in danger so will always save each other.</p><p>4. Wheaton's Law. (Don't be a jerk.) If you are a jerk and say "That's just what my character would do" without buy-in from the table, the other players don't have to accept it. If the rest of the PCs leave your character behind... the spotlight follows them, not the jerk. The jerk character will become an NPC and I will do as I please with my new villain (or homeless bum.) You may not get an opportunity to make a new PC if I see a pattern.</p></blockquote><p></p>
[QUOTE="Mirrorrorrim, post: 9192314, member: 7040132"] I have several rules at my table for Session Zero. Below are some big ones. 1. Create a character that has a legitimate reason and motivation to want to adventure with the party, and is flexible enough to be able to adjust when curveballs come your way. If you say "My character wouldn't go on this adventure" that's on you. You have absolute control of your character and it is never out of your control. 2. The spotlight follows the adventure. If you make decisions that write your character out of the story, your character is out of the story. Did you really want to play something else? Make something new, and remember Rule #1. If you don't want to follow rule #1 do you really want to play at my table? 3. Respect each other's agency. Want to have built-in strife or complications that does not ruin the party dynamic, like siblings or rivals, or romantic interest? Solicit interest from one of the other players. Talk to each other, to determine shared boundaries, and color within the lines. That way you can enjoy any bickering that will naturally fall by the wayside when either of you are in danger so will always save each other. 4. Wheaton's Law. (Don't be a jerk.) If you are a jerk and say "That's just what my character would do" without buy-in from the table, the other players don't have to accept it. If the rest of the PCs leave your character behind... the spotlight follows them, not the jerk. The jerk character will become an NPC and I will do as I please with my new villain (or homeless bum.) You may not get an opportunity to make a new PC if I see a pattern. [/QUOTE]
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