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The Basic House Rules

Here are some basic house rules. They are not really mechanical house rules… just basic guidelines on player-GM or player-player relations. These are in fact basic guidelines for proper human-to-human behavior, that I'm sure are clear to everyone, but since we never actually met or know each other, I thought I'll write them down, just to be sure they are written. Although they are all pretty straightforward, I realize that some of these guidelines are harder to follow then others, but making an effort is what counts.  

Rule #1: The Play is the Thing

We are all here, one would imagine, in order to have a good time. This is my entertainment, and if it becomes a chore then it will come to an abrupt end. Be respectful to the GM and other players: be attentive in the game and refrain from playing with your phone, tablet or notebook. When you come to the table, do yourself a favor and leave your daily hassles, work issues etc. behind.    

Rule #2: Don't be a Schmuck

Yes, the personality of your Character can have quirks and be acerbic. Characters can have bad days, be judgmental, have prejudices and make bad decisions. These things can often make the game more interesting and fun, however, if you think being insulting and demeaning to other people is fun, you are not going to be in our game for very long. Just remember, the story is not all about your character. If we spend more time dealing with your quirks and character conflicts than we do moving the story forward than something is probably going wrong. Surely, your character is the most important PC in the game (as it should be), but do not hog the "spotlight". Let others speak and take actions. If you see that you are the only active player at the table and that you do all the talking, it is possible that you are the problem. Ask other players what they think, what do they want to do. Encourage other players to participate.  

Rule #3: Be Kind

There are many different people around us - men, women, LGBTQ, secular, religious etc. In our society some groups are more mainstream and others are marginalized for various unfair reasons. The real world can be hard enough for many marginalized groups; lets make our games inclusive, inviting and friendly to everyone. Be kind to everyone and think before saying anything that might be offensive. If you can't deal with that, find a different game.  

Rule #4: Be Helpful

There are many ways you can help: Host the game in your living room. Bring snacks or be the one ordering the pizza before the session starts. Keep track of initiative order for the GM and the party. Draw the map as you explore a dungeon. Write the adventure journal. Learn the rules of combat so you can help those who do not know them by heart. If you're an artist, draw cool stuff for other PC's. Bake cookies. Offer ways and ideas to make things better.  

Rule #5: Speak Up!

If you have an issue with another player or with the GM, Speak Up! Issues with the rules and rulings? Speak up. Issues with the pizza toppings? bring it on. Keep in mind that the Characters are separate from the Players. If someone is doing something that truly upsets you, talk to them in private or talk to the me and I will talk to them. What you think of as a friendly push to make room for your barbarian the other player may see as being bullied and shoved around. These sorts of misunderstandings are better resolved quickly than letting to sit and fester.  

Rule #6: We all make mistakes.

Mistakes happen. Don't make a fuss over it. We will not re-run events because someone made a mistake. For example, if you missed your hit roll, and on the next turn you suddenly remembered you were magically blessed and should have had another +1… well, tough… As a GM, I might make mechanical mistakes, but generally speaking I don’t make mistakes. If I decide the big bad goblin managed to chop off your ear, even when all I got on my attack roll was a 3, then your ear is chopped off. The thing is, sometimes I want to advance the story or make it more interesting or entertaining and a dice roll cannot dictate the events of the story. What this means, basically, is that I can lie to you.  

Rule #7: Be Truthful (unless you're the GM)

My job is to tell you what you see, hear, feel etc. I will try to be as truthful as I can, but it doesn't mean I'm not lying. When I tell you that you see a door, it doesn't mean it's really there (illusion). NPCs can lie to you. Sometimes I will have to lie to you about things in order to preserve a mystery, set a mood, enhance a scene or to tidy up a plot hole. Players can lie to one another all they want, but they can't lie to the GM. If you feel you have to lie to the GM about your character's actions or choices then something has gone wrong with the whole trust issue and you'd probably be better off in a different game.

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