House Rules, Gaming Advice


Advice


I am currently a player in a roll20 game and other, newer, players in the group get OoC with rules questions and arguing with DM regarding certain things they can and cannot do. Myself and another player are more knowledgeable with the rules and are constantly defending the DM and trying to keep the game on the rails.
When we finish this campaign I will be DMing. I was planning on writing up an email of "house rules" for the PC's before we got started.

My question is: How do I put into words, clearly and concisely, the concept of moving on and letting go?

It seems these two newer players get hung up on certain things and won't move on. Even after the DM has explained it and we (the other player and I) have supported and backed up the DM and pointed out the RAW. They either pout about it or simply deny the DM's authority and want further clarification, and even after that can't seem to let it go.
I really don't want this to be an issue in my game because it drags out and really slows down the game. In the past I've had to deal with a player regarding this issue and long story short I don't game with him anymore ever. It is really frustrating and fury inspiring if we're having to pause every now and then to discuss something. I have even encouraged the other players to read up on their character class abilities, skills, feats, combat rules etc. but it hasn't quite sunken in yet, I don't know if they need to review again or what.
I greatly appreciate any advice or phrasing regarding this matter from the boards.
Thank you in advance.


So, they're arguing rules with zero grey area and challenging the authority of the GM? They simply need to understand that the RAW doesn't care how they think something should work, the game plays the way it does. I find it's very rare that you come across a player who throws legitimate child-like tantrums, but it does happen. Some folk simply can't handle things not going their way, it's a core personality flaw that's extremely difficult to make them aware of.

Do you have any specific examples? Are they just unaware of their character's capabilities and feel as though the GM is ruling against them? Or, and I say this purely in the spirit of the Devil's advocate, perhaps y'all are a bit harder on rulings than you think you are.

To answer your question, here's what I'd say: The Game Master is the final arbiter of the game. They are the storyteller, the worldbuilder, and the referee all wrapped into one. The constant rules disputes bring the game to a grinding halt and make it less enjoyable for everyone else involved. If you feel as though you are being personally ruled against feel free to approach me outside of the game and we can discuss it. However, sometimes the dice turn against you, and there is nothing you can do about it. You're always welcome to run your own game.

Sovereign Court

First off, if you have players like that, I'd advise trying to keep your "real" (mechanics-changing) house rules to a minimum, to cut down on the amount of things you may be arguing about. Once something's a house rule instead of original RAW, it's more open to negotiation. That aside.

A reasonable practice is that if players want to contest a rule, they have a minute to make their case. They should have the rule in the book already on hand. If they can't convince you in a minute, your ruling stands until the end of the session after which further discussion is possible. Exceptions may be made only if the stakes are critically high.


As GM, it's your call whether a player is allowed to play with you at all. If they cannot keep from fighting with you, they should not play, and if they are inextricable from the group, you should leave. I've been there, and it sucks, to be sure, but it's generally more trouble then it's worth to try fixing somebody, especially if you only meet once a week to play a game.


Since they're new, and both DM and more experienced players are telling them otherwise, they honestly should know better than to keep arguing rules. If they can't trust the DM to run a fair game, they are a problem. And you should make sure that they know this, long before you take the DM seat.

Astigrarndorer wrote:
In the past I've had to deal with a player regarding this issue and long story short I don't game with him anymore ever.

You may have to resort to this again.


Our group, seasoned veterans, often get rules wrong. Usually we are quick to have the rule in hand in between our turns. We do out bet to not let it interrupt our game time if possible. If the rule takes longer than a minute or two to look up/deal with, the GM's ruling goes for that session, no argument at the table. After the session is over, when we have time between sessions, we then look up the rule and discuss it over Facebook.

Let's say the GM ruled incorrectly and it's proven so; going forward we go with the correct rule. *Shrug*

If the opposite happens and the player can't live with it after being proven wrong, they are probably playing the wrong game.


Your house rule could state: "When a GM makes a judgement on a rule, it is final. If the player wants to discuss/argue it further, they are welcome to do so by other means after the session has ended, but arguments during session time detracts from immersion and limits play time, and so is forbidden. Players that can not follow this rule may be better suited to other groups, and may be asked to leave."

Dark Archive

"During the game session, the GM's decision is final. All opinions and suggestions are encouraged and welcomed afterwards."


Pathfinder Starfinder Maps, Starfinder Roleplaying Game Subscriber

Since you are using Roll20, am I correct this is a Virtual Table Top (VTT) rather than Play by Post (PbP) game?

I would suggest the following:

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Please make sure that you have provided a copy of your character along with any equipment they use before the game in time for the GM to review it and ask rules questions. If there is a rules element that has been open to multiple interpretations in the past, please mention it ahead of time so that we can come to an agreement on how it will work.

We will only have limited time during the game and I prefer to keep rules discussions to a minimum. If there is a disagreement, you will have a short time to make your case and then I will make my decision. Once I have made my decision, I ask that any further discussion wait until after the game. We are here to play a game and have fun.

Thank you!

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I'm sure people can come up with minor improvements to the above, but I think it clearly states that rules discussions should happen before or after the game.


like others are saying. In game, you get like a minute to explain then the GM rules and that goes until end of session. Then look into it further.
Don't like that solution? Then figure out problem areas beforehand and talk to the GM about it beforehand.
Either way, once the GM has had time to look it over and decides, the issue is final barring new material coming forth.

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