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Post by Drozgul on Dec 5, 2009 4:26:30 GMT -5
Oh you know you're a rule breaker. But every house usually has its own rules.
What are your "commandments" for role playing?
(Thanks again Alex)
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Post by Drozgul on Dec 5, 2009 4:34:47 GMT -5
Do Bring a beverage Offer criticism Have fun Be respectful Tell a friend Ask to borrow materials Offer to bring something on the way Provide payment for friends who have offered delivery of above Stay In Character during the session
Don't Invite a friend to someone's home game without permission Drink from the two-liter bottle unless its clear it was not to be shared Offer Internet reference during game time Stay in the room for a phone call Text excessively during the game Meta-game negatively for any reason Post on this forum during a game session Insult your GM In or Out of Character while he controls your party's fate Disrespect your Hobby Shop dealer
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Post by labael on Dec 5, 2009 6:35:42 GMT -5
Don't
Play an online game during a rp Fix your dice rolling (unless you are the DM and doing it out of benevolence) Actually physically assault anyone Loose your d4's "allow" others to "find" them
Do
Have fun. Use accents and voices. Make a back story. Make a personality cheat sheet for reference Get off topic moderately
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Fenix
Journeyman
Who in the hell do you think I am?
Posts: 162
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Post by Fenix on Dec 5, 2009 11:02:23 GMT -5
Do Have fun Use your imagination Ask before using the host's stuff (bathroom, dice) Offer Constructive Criticism Share tools (books, dice, etc.) check before bring a stranger to the host's house
Don't Ruin the game for other players Meta game or Mix max unless your DM is a hard #@$ Tell other people how to play their characters Offer your rules when you are not the DM, unless asked Be on the computer unless its needed
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Post by Drozgul on Dec 11, 2009 3:12:33 GMT -5
Do Use a sheet if one was required Describe the details (the devil is in the details) Make room for all players to speak Allow the game to flow (less OOC quips, and wiki-like explanations) Use references from any source to get inspired Make original stories Reuse characters (tell new adventures, or add them as NPCs even) Tell players what role they will play (hero, last hope, no hope, legion commander, king, peasant) before beginning so they know if they WANT to play
Do Not Drop dice unless asked (players) Retell stories or steal ideas directly if possible (originals are best) "Steal" a player's thunder (some of them have enough trouble being heard or having their moment) Ask for back story if it doesn't matter Refuse back story if it will (or might) come into play (unless there was amnesia or something) Lead or follow ALL the time (there are many ways to do both well) Be afraid to step up and try anything that sounds possible or helpful Let others always tell you what to do Always refuse to take direction Never always do anything, even if your instinct pulls you that way (No one Always wakes at 6AM or Always only has coffee to drink, it may however just seem that way)
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Post by Drozgul on Jan 12, 2010 16:52:23 GMT -5
Everyone participates Make sure that everyone has equal face-time. It’s easy for one or two players to try and control the table. New players may find this intimidating. Everyone there has their own character, so there’s no need to let one player dominate the show. The DM should make sure that he’s not letting anyone get bullied (intentionally or otherwise).
Don’t be afraid to ask questions Gamers in general are good people (at least in my experience). The common love for the game has brought us all together to play. If you have questions, feel free to speak up. You shouldn’t feel embarrassed if you don’t know what a power does or how a particular rule works. I’ve had quite a few rules that I never really understood cleared right up after hearing a new take on the situation from people I just met at a convention.
Keep things moving Everyone wants the game to run smoothly. If you have tips or tricks for speeding up the game that work for your gaming group, feel free to share them. The biggest complaint I’ve heard at cons and Game Day is that the modules take too long to complete. If you can offer advice for speedy game play it will be gladly received.
Share your experiences Experienced gamers should help others. If someone is playing D&D for the first time then the amount of help they require will be a lot more than if they’ve just never played a particular class before. Don’t overwhelm them with everything all at once. Give them a few basic pointers and then help them as particular situations present themselves.
Knowing the classes If you’ve played a particular class for the past six months in your regular game, then feel free to offer advice to the guy playing that class at the event. Share what you’ve learned about that class since playing it, but try not to be too overbearing. You want to be helpful, but you don’t want to tell someone else how to play their character. Most advice will be seen as useful. This is especially true if the player is a first-timer or is unfamiliar with the class.
Plan your actions Many DMswill give the table and “on deck” warning so that you know who’s going to act next. If you know you’re on deck, think about what powers or attacks you’d like to use. Obviously if the PC going before you does something totally unexpected then you’ll need a second to rethink your plan, otherwise be ready. And when you’re finished be sure to announce clearly that you’re finished so the next PC can start his turn.
Experiment It’s unlikely that you would have built the pre-generated characters provided for Worldwide Game Day the way they were presented. You may have selected different equipment, assigned points to ability scores differently or chosen different powers. But that’s not something you can change in this circumstance. So take this unique build and experiment. Try things you wouldn’t normally do. Try playing a class or race you’ve never played before. These are essentially throw-away characters that you’ll never play again. So feel free to go a little nuts and try outrageous things.
Don’t be critical Experienced gamers often feel that certain character classes should be played a certain way. This is especially true if you’ve actually played that class before. So if the guy playing your favourite class doesn’t do things the way you would, don’t be critical. Let that player run the PC as they see fit. For all you know they feel the same way about how you’re running their favourite class.
Help the DM The DM has his hands full. In some cases he may be reading the adventure for the first time as everyone sits down at the table. Offer to help the DM. Remind him when enemies are marked or ongoing effects require a save. Even something as simple as offering to help track initiative will free up a few minutes for the DM and let him focus more attention on running the game.
Have fun At the end of the day the most important thing to remember is that we’re all there to have a good time. Regardless of how a particular encounter played out or who got the magic amulet, as longs as everyone had fun then the event was a success.
(This was pulled from a D&D source, but it applies to any game.)
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