Post by The Dungeon Master on Jun 2, 2008 18:04:33 GMT -5
In no particular order (and assume plenty of pleases and thank yous peppered in these)
1. Play nice.
2. If it's your turn, you have the floor. By the same token, be polite and make sure that whoever is taking their turn can talk to the DM without having to shout.
3. If it isn't your turn, put a little thought into what you want to do and look up any rules you are unclear on and that have a bearing on what you want to do.
4. You shall track the conditions you introduce into the game, and if you forget then consider it a lesson in the virtues of paying attention. If you mark a creature, it's your job to remind me of that. I won't rewind the action once a creature's turn is over. I think this is a good way to keep everyone focused on the game.
4a. I will track your conditions, or at least remind you of them when your turn comes up. It's the least I can do for using the monsters to make your lives miserable.
4b. If you forget something that has no bearing on an action we just resolved, don't worry about. For example, if you healed someone and forgot to give them +5 hp, just apply that when you remember it (within reason).
5. We're all equals, but the DM is more equal than the players. I reserve the right to bring any argument to its end if things are bogged down or the details don't matter to the game. My judgment calls supersede the rules, especially if we have to stop play to look something up. We'll look up a rule or figure out a consistent ruling during our next break.
6. I may decide that if if the player doesn't at least put a token effort into roleplaying, simply saying "I use Diplomacy/Bluff skill *roll*", then they can only achieve the easiest tier. If the player isn't trying, neither is the character.
7. When we get to you in the initiative order, be ready. Having to look stuff up or going "um.. um... um.." results in you delaying while you get your act together. The DM is not held to the same rule. I may be keeping track of a few different things.
8. If the DM is talking (room description, answering a question, etc) and he gets interrupted, then that might be where the information ends and the game moves on. Any negatives resulting from the lack of information is on the PCs. I need everyone's help keeping the game on focus at certain times.
9. Never open up the DMG or Monster manual unless asked to by the DM. The only book you should have access to is the 4e PHB until other books for players becomes available.
10. If an article implementing optional rules on the DDi catches your eye then by all means bring it up before the game. Don’t immediately use the new optional rules until the DM has a chance to look over it. Also, all characters must be verified by the DM before they can be played.
11. No inter-party theft, sabotage, or violence unless it is either trivial or agreed-upon by the players as part of a larger plot.
12. The party must, for all intents and purposes, be on the side of The Good Guys, although they need not be goody-two-shoes about it.
13. Show up on time, and be honest about scheduling issues ahead of time. Don't leave an empty seat by surprise.
1. Play nice.
2. If it's your turn, you have the floor. By the same token, be polite and make sure that whoever is taking their turn can talk to the DM without having to shout.
3. If it isn't your turn, put a little thought into what you want to do and look up any rules you are unclear on and that have a bearing on what you want to do.
4. You shall track the conditions you introduce into the game, and if you forget then consider it a lesson in the virtues of paying attention. If you mark a creature, it's your job to remind me of that. I won't rewind the action once a creature's turn is over. I think this is a good way to keep everyone focused on the game.
4a. I will track your conditions, or at least remind you of them when your turn comes up. It's the least I can do for using the monsters to make your lives miserable.
4b. If you forget something that has no bearing on an action we just resolved, don't worry about. For example, if you healed someone and forgot to give them +5 hp, just apply that when you remember it (within reason).
5. We're all equals, but the DM is more equal than the players. I reserve the right to bring any argument to its end if things are bogged down or the details don't matter to the game. My judgment calls supersede the rules, especially if we have to stop play to look something up. We'll look up a rule or figure out a consistent ruling during our next break.
6. I may decide that if if the player doesn't at least put a token effort into roleplaying, simply saying "I use Diplomacy/Bluff skill *roll*", then they can only achieve the easiest tier. If the player isn't trying, neither is the character.
7. When we get to you in the initiative order, be ready. Having to look stuff up or going "um.. um... um.." results in you delaying while you get your act together. The DM is not held to the same rule. I may be keeping track of a few different things.
8. If the DM is talking (room description, answering a question, etc) and he gets interrupted, then that might be where the information ends and the game moves on. Any negatives resulting from the lack of information is on the PCs. I need everyone's help keeping the game on focus at certain times.
9. Never open up the DMG or Monster manual unless asked to by the DM. The only book you should have access to is the 4e PHB until other books for players becomes available.
10. If an article implementing optional rules on the DDi catches your eye then by all means bring it up before the game. Don’t immediately use the new optional rules until the DM has a chance to look over it. Also, all characters must be verified by the DM before they can be played.
11. No inter-party theft, sabotage, or violence unless it is either trivial or agreed-upon by the players as part of a larger plot.
12. The party must, for all intents and purposes, be on the side of The Good Guys, although they need not be goody-two-shoes about it.
13. Show up on time, and be honest about scheduling issues ahead of time. Don't leave an empty seat by surprise.