Pathfinder Code of Conduct


Advice


I play with a wide variety of players who usually all have different experiences they want out of the game. What are some rules and guidelines that could be put in a Code of Conduct for the party?


Is this a code for the characters, or the players?


Let's go with players.


Okay players, I'm going to go with general topics rather than specific rules, as standards and thresholds will vary. This list varies in severity, and not everything is needed with every group.

Attendance, how much notice is expected if someone wil miss a session? How punctual are folks expected to be?

General table ettiquette:
Food, drinks, alcohol, smoking, which, if any are acceptable?

Possibly offensive content, swearing, sexual or drug references, graphic descriptions of torture, where is the line not to be crossed?

Outside distractions, is it cool for a player to be playing solitaire in between his rounds?

Blurring the lines between player and character rules, is PvP allowed? Should each player create a character that is compatible with the existing group/ campaign?

This is what comes to mind at the moment. As I said earlier, some of this may seem unnecessary or excessive, just skip that bit then, I tried to cover a wide spectrum of possible issues.

Sovereign Court

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Java Man covered a lot of good points. I'd like to add a few more:

- IC/OOC: is stuff people say by default assumed to be IC? For example, players discuss what they really think about an NPC that's in the same room with them, without clearly specifying whether they're talking IC or OOC. Does that mean the NPC hears them talking?

- Character Motivation: a game tends to work best if the PCs are motivated to go on the adventure the GM wants to run. How do you make that happen? As a GM, do you specify "the adventures will be X, so make PCs who'd be interested in doing X", or reverse, as the players say "we wanna do Y" and then the GM makes adventures about Y?

Few things are as stupidly frustrating as a GM with an adventure hook and a player who won't bite - because the PC and the adventure hook just don't work.

Make sure you have player buy-in on the campaign you want to run, and ask them to make character for that campaign, not just random character idea #3456345634 that they have lying around. A character who'd actually bite on the appropriate hooks. If you're going to run a hardboiled campaign, the PCs shouldn't turn down the femme fatale because "this is clearly fishy". If the PCs are supposed to be heroes, they shouldn't turn up their noses at a quest to save a princess with no clear reward offered. If they're hard-bitten mercenaries they shouldn't turn down a mission just because it's not 100% ethical.

TL;DR - get buy-in on the campaign concept and then get people to make PCs that fit that campaign.


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How min/MAX are the Players?

Having one or two players with OP characters can ruin the play for others.

Players also need to get together and figure out what classes they'll play and why they'd be in the same party.

What resources will be allowed.
Some class combos can be crazy powerful. Nothing is worse then having a single party member deal a one hit kill shot for a major event, over and over again.


Good points brought by people above me; I would add that if you do decide to have some sort of Code of Conduct with items that can be violated, make sure you know what happens when violations occur.

What do you do when somebody gets offended by anothers' choice of words/actions?

What do you do when somebody is routinely late/absent?

What do you do when somebody drinks all the beers and eats all the pizza and always forgets to pay in?

The answers to these questions shouldn't necessarily be handled solely by you. I have found that a democratic penalty system works best. If you sit down your players and say, "here's the list of penalties for breaking the rules," it's possible to come across as a tyrant, even if your penalties are fair and just. I find that if you sit people down and ask, "Here's a rule that could be violated, what should the penalty be?" then because everyone has a choice to have a say in the decision-making process, they find it more fair, and gives them less to complain about, because hey, they agreed to it.

Regardless of whether you pick the penalties or decide them by committee, make sure people understand that they exist. There's nothing worse than a non-committal authority figure. If someone gets a sniff that that you're all bark and no bite, you'll just end up getting run over.


I'm not a big drinker but I do find a glass or 2 of beer goes excellently with RPGing...


doc roc wrote:
I'm not a big drinker but I do find a glass or 2 of beer goes excellently with RPGing...

Oh, I am right there with you, but I have played in a game hosted by a recovering alcoholic, he had a very firm stance on no booze in his home. So I mentioned that as the type of issue that some groups would want to address. Flip side, if someone in my roll20 game objects to my beer, I likely don't care.


There is just way too much diversity in why people play the game to come up with anything that will work for all groups.

Here is my list of things to discuss, in order to come to an understanding:
I would start by going over the different ways the players and GM have fun and discussing them as a group. This is NOT the time to argue, it is a time to be HONEST with yourself and the group, and express and LISTEN to everyone's opinions. Do you like Rollplaying more then Roleplaying? Be open about it! Your not doing yourself or anyone else a favor by pretending to like things you don't really like. Be open to new experiences and playstyles, but express your desires and expectations honestly. Come to some kind of consensus with the GM and players about how you will all enjoy the game.

In addition to how YOU have fun, this is a great time to discuss other aspects of play, such as:
House rules.
Use of computers and/or phones and access to reference material at the table. In general characters should have access to information about their own characters, but most GMs frown on players looking at information about enemies. Reading the adventure path or module is usually very strictly forbidden.
What books and material are allowed in the game and what restrictions are there. Do these restrictions apply equally on both sides of the screen?
Dice handling and GM and/or players ignoring dice. This usually take one of three forms:

-GM roles in the open, results are not altered by the GM
-GM rolls in secret, and may or may not follow the dice. Requires the players to trust the GM will fudge, but they will not know when, for fun to be maintained.
-GM dictates action in some opposed circumstances without dice rolls. Requires players to trust the GM will dictate the action for the benefit of the game (without the 'illusion' of dice rolls) for fun to be maintained.

Amount of table time dedicated to combat, NPC interactions, and exploration.
Amount of expected wealth, mundane and magic item availability.
How downtime and/or crafting will be handled.
Tracking of encumbrance, minor items, ammunition, rations, water, mounts, living expenses, etc.
Tracking of important information such as HP, spells cast, limited abilities used, harmful conditions, etc.
If tracking discrepancies occur, will there be punitive action?
Level advancement - will the game use an XP advancement track or will leveling be handled a different way?
How will PC death be handled and how will bringing new PCs into the game be handled. Note: I recommend bringing in new PCs at the same level as the rest of the party, but with the starting wealth of a character one level lower. I also disagree with the designers about allowing characters to exceed WBL if they have crafting feats. I feel this unbalances the game in favor of the classes that generally need the least help (especially wizards) and breaks the assumptions that a PC used all his powers to get his starting wealth.
Expectations about what general types of encounters the PCs can expect. Players should be able to make informed decisions about character aspects such as favored enemy, deity and domains, schools, etc.
How alignment will be handled. Is it polar (the rules/setting default) or more of a subjective "realistic" situation.
Level of gore and sexuality in the game as well as any topics that players would have issues with encountering in game.
Out of game issues like food, drugs/alcohol/smoking, money, attendance, guest etiquette, etc.

Again, BE HONEST with yourself and the people you play with.

More here: - Click on the "Optimizing Pathfinder for Fun" spoiiler tag.


Really good points above with one except for one. Drinking and or drugs Do not go with gaming ever! Had a couple of pot smokers once they disbanded our group because of that. Drinking can easily go from a glass of wine or beer to another bottle and another six pack leading to drunk and stupid.
Player versus player in most cases get out of hand so quickly I discourage it quickly. It's one thing to joke about another character it's another trying to kill another character.


This is precisely why I say that different groups have different issues and levels of acceptamce, you clearly have a valid view, based on experience. Others have different views and experiences, a prior agreememt on the drinking issue would obviously need to be made if you and I were at the same table. And really, anyone who can't skip his drink during game if someone else is uncumfortable with it, well that is probably a sign of something.
As far as illegal drugs, well they are illegal, won't say anymore on that.

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