Hama |
These are some of the rules that I generally enforce in my games. Some may consider them strict, but I am lenient. Mostly they are guidelines.
If you have any similar rules, please feel free to add them.
1. THOU SHALT NOT ENGAGE YOUR FELLOW PCs IN MORTAL COMBAT, unless agreed upon by both players and if it will advance the story in some way
2. THOU SHALT ACCEPT PLOT HOOKS, I have no intention of writing up additional s#@% just because you chose to ignore the main story. Although pointless fun is sometimes good and amusing.
3. THOU SHALT WORK AS A TEAM IN COMBAT, you can prank and piss each other off out of combat as much as you want to.
4. THOU SHALT COOPERATE WITH THINE GM, and not stray away from the story just because you're bored or have a short attention span
5. THOU SHALT CONTRIBUTE TO A GAME IN A MEANINGFUL MANNER BE IT STRENGTH OF ARMS, POWER OF MAGIC, INFLUENCE OR GLIBNESS OF TONGUE, useless character shall not be tolerated
7. THOU WILST ARRIVE TO THE SESSION ON TIME
GM Wageslave |
1 person marked this as a favorite. |
6. IN THE EVENT THAT THOU CANST NOTIFY THE GM OF ABSENCE, THOU CEDES THINE CHARACTER'S AGENCY, so the game can keep moving. In return, the GM will treat thine character as 'sharing the fate of the party' unless it becomes crucially important to save the party using your character.
9. THOU SHALT HAVE FUN, seriously, if one is not having fun, why is one present?
10. THOU SHALL INFORM THINE GM OF CONCERNS OUTSIDE OF PLAY -- if you've got a phobia or a scene is uncomfortable, don't try to soldier through it, it's not worth it for your health, the table's cohesion, or the GM. Especially if they 'double down' because it looks like you're really getting intense about the scene.