 |
Roleplaying Tips Weekly E-Zine Issue #167
The Principles Of Gaming Etiquette: A Real Document That Helped A Real Campaign
Contents:
This Week's Tips Summarized
The Principles Of Gaming Etiquette
- Relax And Have Fun
- Make The Best Use Of Our Time Together
- Be Prepared
- Be Attentive
- Be Courteous
- Do Not Harass Others
- No Excessive Whining Or Griping
- Don't Tell Others How To Play Their Characters Or How To Run Their Game
- Don't Just Disappear From The Table During The Game
- Be Patient
- Be Fair And Be Honest
- Enforcing The Principles
Readers' Tips Summarized
- Getting The Players To Read Your Background Info
- How To Position Things On Indoor Maps
- Creating A Colour-Based Campaign
- Two Plots Better Than One
- Cool Earth Maps
- Tolkien Name Translations
Return to
Contents
A Brief Word From Johnn
Use This Week's Tips To Create Group Contracts
Last week I posted a request for example Group Contracts to
help encourage and promote player co-operation. This week's
tips by Forrest fit perfectly into this category and I hope
those GMs with player conflicts find them helpful.
The Savage Caves A Fun Book
I read The Savage Caves novel by T.H. Lain this week and
thought it was a great, short adventure. It's the first in a
line of D&D 3E fiction books and features the example
characters outlined in the core game rules. Good action,
simple writing, and a fun read during transits to and from
work. I especially enjoyed how the inexperienced characters
consistently made newbie mistakes throughout the story.
Cheers,
Johnn Four
johnn@roleplayingtips.com
Return to
Contents
Attention Game Publishers & Companies: THIS SPACE FOR RENT
It's convention season again and a good time to promote your
products to the rabid hoards of gamers who will be flocking
to convention halls and game rooms everywhere. If you're
interested in promoting your quality products in this ezine,
drop me a note. Ask about the April Special.
johnn@roleplayingtips.com
Return to
Contents
The Principles Of Gaming Etiquette
A Guest Article By Forrest Elam
elamfallon @ earthlink.net
These tips formed a document for my group that came into
being because our monthly D&D game was experiencing some
problems. The group had started out as a bunch of friends
who gamed together, but over the course of the 15+ years the
campaign ran it had morphed into a bunch of gamers who were
mostly acquaintances, some who barely knew each other, and a
few who didn't even like each other.
In an effort to correct some of the more glaring problems, I
came up with The Principles of Gaming Etiquette. Many of the
principles were common sense, unwritten rules that most
gaming groups follow without ever putting them down on
paper. Due to the problems our group was experiencing,
however, I thought putting it all down on paper might be a
good idea. That way everyone knew what to expect (and what
not to), as well as what would be unacceptable.
After I put the principles together we had a group meeting
to go over and ratify them. My hope was that by merely
setting them down on paper where we could all see them it
would resolve most (if not all) of the problem behavior. It
actually seemed to work out that way too, so it was a
worthwhile endeavor.
Hope you find it as valuable as we did.
[Comment from Johnn: this is the latest in a series of
gaming etiquette and player relations articles. Dealing
with problem players or difficult players is my #1 help
request. It's also a common thread on many lists and boards.
Therefore, I continue to publish these types of tips in the
hopes that they become easy GM tools to help handle any
group issues and player disputes as they arise.
While most of the tips in this issue are common sense, as
Forrest stated above, I feel being pro-active with the topic
for your group will solve 90% of any potential "problem
player" issues that might arise.
As GM, you aren't responsible for changing people and you
can't prevent every player conflict or personality issue.
However, by laying down a set of friendly guidelines before
a campaign starts, or before next session if you're already
in mid-campaign, you lay the groundwork for successful
player mediation and resolution.
Step 1: Select the tips/policies you feel suit your group
from this article and these two:
http://www.roleplayingtips.com/issue143.asp
http://www.roleplayingtips.com/issue145.asp
Step 2: Paste them into your own document.
Step 3: Present the document to your players and have them
agree on all points. Amend your document as necessary, and
have your players initial or sign the document as a show of
agreement.
Next time you face a social conflict, you'll be able to
point to your document, which everyone agreed to, and use
that as the basis for reaching an amicable resolution. This
way, it's not you, the GM, being "the heavy" and it takes a
whole layer of potential communication problems out of the
equation.]
- Relax And Have Fun
This is our whole purpose for getting together.
Return to
Contents
- Make The Best Use Of Our Time Together
For everyone's benefit, we need to start and end on time.
This means starting play no later than 2:00 PM and ending
play no later than midnight. Plan to arrive a little
earlier so you can be set up and ready to go by the starting
time. If the game goes past midnight players start dropping
out, while those that remain become fatigued and are more
prone to making mistakes (DMs included).
If you're going to be late for the game, but still wish to
play, you have 2 options:
- Make arrangements in advance to send copies of your
character with someone who will be arriving on time along
with an indication of when you expect to appear in person.
- Phone the host of the game for the month in question and
give them your character's stats and other vital information
along with the time you intend to arrive.
Accomplishing either of these means that the DM(s) will make
every effort to get you into one of the games that is being
run. However, if you show up late and have not completed
one of the above arrangements do not count on being able to
play. In that case, if a DM has space for you and if it's
convenient for them, they might allow you to join the game,
but it's their option.
Return to
Contents
- Be Prepared
Have all your gaming materials with you when you arrive and
be ready to play. This includes being mentally ready to
play as well as physically. Arriving totally exhausted is
not "being prepared"--you're better off staying home and
sleeping.
Return to
Contents
- Be Attentive
Pay attention to the DM and the game while at the table.
Don't get sidetracked and waste anyone's time with non-
related issues. There are plenty of distractions already
without creating more. If you need to speak to someone about
something which has no bearing on the game take it outside
the gaming area, or better yet, do it during a break or
after the game ends. Both the DM and the other players
deserve your undivided attention; the characters' lives may
depend on it.
Return to
Contents
- Be Courteous
Show the same respect to everyone at the game that you would
expect yourself. Rude or filthy behavior has no place at
our games.
Return to
Contents
- Do Not Harass Others
Harassing others is unacceptable behavior. Please don't
argue or bicker with anyone at the game; it ruins everyone's
enjoyment. Snide remarks or sarcastic comments aimed at
other gamers have no place at the game. If you have a
personal problem with someone leave it at home. If you have
a disagreement with your DM during a game remain calm and
reasonable. Give the DM your explanation calmly and they
will make a ruling on the issue. That is where it should end
(remember, there may be factors going on behind the scenes,
influencing the DM's decision, which are unknown to you).
Return to
Contents
- No Excessive Whining Or Griping
This refers to player behavior, not "in character" play. It
becomes excessive when it starts holding up the game and
interfering with the enjoyment of others. If you're just
wasting time keep it to yourself.
Return to
Contents
- Don't Tell Others How To Play Their Characters Or How To Run Their Game
If someone is running their character or game differently
than you would that is their individual right. Concentrate
on running your own character or creating and running your
own adventure. If a character is doing something that might
cause a violation of their Class/Kit/Alignment, it will be
resolved between the DM and the player, frequently in
private.
Remember, the DM and player may know something that you do
not about the situation. Although the DMs work together to
insure the consistency of the campaign world, that does not
mean that a DM's individual style is subject to debate. If
you think you have a better way to handle a circumstance
share it with the DM outside the game or set up and run your
own game (we always need new DMs).
Return to
Contents
- Don't Just Disappear From The Table During The Game
We all have to leave the table occasionally but we can be
responsible about it. If you have to leave the game,
temporarily designate another player to watch over your
character while you're absent. They can handle any decisions
or dice rolls your character may need to make while you are
away. If you haven't asked someone to watch your character
and something occurs while you're away, the DM will
designate someone to act on your behalf. It is not the DM's
responsibility to stop the game and find you if something
occurs. If a group of you needs to leave the table for some
reason let your DM know, maybe they can call a short break
that everyone can take advantage of.
Return to
Contents
- Be Patient
Everyone wants immediate attention but there is only one DM
and they have put in a lot of effort to bring you a good
adventure, so be patient. Let them know that you need their
attention then wait your turn. If they miss you or forget,
gently remind them that you are waiting. Believe me, your DM
will appreciate it.
Return to
Contents
- Be Fair And Be Honest
Make allowances for each other. We all make mistakes and
deserve an even break. Don't play favorites or take
advantage of someone. Be up front with your character's
advantages and disadvantages. Cheating, in any form, is
unacceptable.
Return to
Contents
- Enforcing The Principles
It's the DM's responsibility to enforce the above principles
within their game. If the DM sees someone ruining the
enjoyment of the game for others they will take steps to
correct the problem.
First, the DM will seek to privately speak with the player
causing the problem to make them aware of what they are
doing and caution them about continuing their behavior.
Next, if the problem continues, the DM will issue a public
warning to the offender and advise them to cease causing
problems.
Finally, if the problem still persists, the DM has the
responsibility to eject the offending person from their
game. If someone is ejected from a game in this manner they
will not be allowed to play that day in any of our games
(the other DMs will not allow the ejectee to enter their
game).
If someone is being ejected from games consistently, they
will no longer be welcome at our gaming sessions until such
time as a majority of the DMs feel that the problem has been
resolved.
Hopefully, simply setting out these principles will be
enough and we will never have to resort to any of the above
steps to resolve a problem. As long we follow the principles
that we all adopted together our sessions will be fun and
enjoyable for everyone involved.
Return to
Contents
[Johnn: for more articles on this topic, check out this pair of links:
]
Readers' Tips Of The Week:
- Getting The Players To Read Your Background Info
From: Varianor, via the GM Mastery list
"...The player didn't read the documentation provided
beforehand..."
This is a bitter pill to swallow. Careful GMs try to craft
wonderful worlds. However, there are still those PCs who are
either in a rush or who just don't wanna read. Here's a
couple of tips to deal with this from my experiences with
them:
- Offer Experience
This is a tremendous motivator for PCs to do just about
*anything*. If you want them to read the background material
and create a character from it, tell them it's expected.
Then set up a reward. Give out the amount they'd earn in a
single adventure. In Champions, 1 xp for reading and 2 for
background is good. In D&D 3E, for a level 1 PC 125 for
reading and 125 for the two pages works fine. And so on.
- Convey It Verbally
One of my players, a fantastic roleplayer, is dyslexic.
Severely. We often sit down and chat about my world instead
of my making her read the handouts. Other PCs that I've had
just didn't want to read, but were very happy to brainstorm.
In several cases brainstorming caused me to create even more
interesting stuff.
- Write Less Of It
Should you have players who want to "get moving" and not
waste time, skip the background. Or boil it down to a couple
pages. That way they get the action they crave. This is hard
advice for even me to accept because I love the little
details to make a world alive, but I have found that cutting
back a little meant more time for other work.
- Spoon Feed Everyone
Do you have an email list or message board site for in
between games? If not, get one. Put up intriguing little
bits of stuff from time to time to get PCs thinking. You may
still find that only 1-2 will do it, but when they ask a
question about it, the rest of the list pays attention
suddenly.
- Work It Into An Adventure
(Warning. Don't do this frequently if you have power gamers
and hack'n'slashers.) Put an NPC or object into a game that
is referenced in the background material. When the PCs say
"hey, what do we know about this", instead of rolling dice
and giving them a blurb, tell them "it's on page 17 of the
beginning material."
- Have A Handout Ready
Instead of giving up front material, consider putting it
into written form to pass out when you hit a good point. In
the middle of combat is not good. When the PCs arrive at the
gates of the spooky castle on the hill is excellent timing.
This is particularly good in combo with #4 above. Some
people have short attention spans. If it's a short one, make
a copy for all PCs to read simultaneously. Though not
realistic in-game, it keeps things moving out-of-game.
- Put A Scrapbook On The Table
This feeds off Tips #5 & #6. Whenever you do a handout, put
a copy in a binder on the table. (That is unless it's a
secret for 1 PC only.) Maps, pictures, handouts, and
adventure summaries work great. As in Tip #5, when they ask
about something, tell them "look in the book." Don't use
this all the time, particularly with an action-oriented
group. Conversely, if you have all dramatists and method
actors, they might fight over this at times.
- Ask Your Players To Write Stuff
This is good if you can "let go" of a little control. Pick
an area of the world that you want to develop, but can't get
around to. Put it up for grabs for PCs to write material for
XP, or have an XP contest, with you as the judge.
- Ink Is Cheap Today. Use Large Fonts
It's amazing how going up to a 14-point or 18-point font
works. I know that I need glasses all the time. Wonderful
stuff in teeny print sucks because I get tired. You may want
to edit your material for brevity, but the message will
still get across.
- Make An Audiotape
Okay, I admit, this idea just hit me. Never tried it. But
what about you the GM making a tape of stuff for PCs to
listen to in the car? Or a sound file? They can download it
and burn a CD. If anyone tries this and it works, let me
know! I think it's worth a shot.
- How To Position Things On Indoor Maps
From: Bear, a DM in San Diego
bear @ evolutionfiles.com
via the GM Mastery list
When drawing maps I start with a piece of grid (or hex)
paper, then tape on layers of tracing paper, with each layer
of the castle or dungeon on an individual layer. This works
well for castles where some towers could be 40' tall, and
others 60', and with lots of stairways or tunnels connecting
different layers. This layered-paper approach really helps
me. And as long as I don't add too many layers I can still
see the scale grid at the bottom.
If you type in "castles" into Google you can find lots of
floor plans as well.
Also, establish a history/timeline to figure out what
features would be present and what architectural style would
have been used. Perhaps the place was built by a persecuted
and paranoid religious sect (lots of traps and defenses),
abandoned for 100 years so that parts of it fell into ruin,
and now inhabited/repurposed by a Death Master who has added
vats of Zombie creation...
Return to
Contents
- Creating A Colour-Based Campaign
From: Carl G., Cape Town South Africa
re: http://www.roleplayingtips.com/issue104.asp#r2
I read with interest the GM who had used the periodic table
of elements as the basis for his campaign world. I recently
started work on a new campaign world of my own, Arcana "The
Sundered Realm", and used the colours of the rainbow as the
basis for the setting.
Magic (for MU-type classes) is divided into seven colour
types:
School Hue Title
------------------------------------
Abjuration Red Thaumaturge
Alteration Orange Sorcerer
Conjuration Yellow Conjuror
Divination Green Mystic
Enchantment Blue Enchanter
Evocation Indigo Theurgist
Illusion Violet Illusionist
Magic-users who are focussed on one colour are also called
"Wizards" (e.g. Enchanters are Blue Wizards), but those who
use magic from all seven Schools are called "Mages", and
wear white robes (since combining all seven colours gives
white). There is a forbidden school of magic use which is,
of course, the black school:
School Hue Title
-----------------------------------
Necromancy Black Necromancer
I took all of this a step further by developing a small
island realm that is just a tiny part of the larger campaign
world. This area, Greenstone "The Isle of Adventure", is
intended as a starting area for younger players (I have a 6-
year old daughter who wants to start role-playing!), and is
thus very cliched and simplistic. Here, I have used a colour
of the rainbow for each of the seven realms:
- RED: Esdrath, THE WITCH-QUEEN'S DOMAIN
- ORANGE: The Deepheart DWARVEN MINES
- YELLOW: THE HORSEPLAINS of Ruhn
- GREEN: THE ELVENHOME of Llandor
- BLUE: The Narabar PIRATE COVES
- INDIGO: THE GIANTS' COAST of Jarlkrag
- VIOLET: THE KINGDOM of Celestor
Here's a low-res version of the map of this starting area,
the isle of Greenstone, named for a large, moss-covered
boulder that was the site of the first pact between men and
elves.
http://www.roleplayingtips.com/downloads/167_colour_campaign_map.asp
The pictures in the rainbow frame (all snarfed from D&D
modules--unfortunately I'm no artist!) are of the rulers of
the seven areas, while those in the four corners are the
main NPCs. Clockwise, from top left, these are:
- Anston, The Arch-Bishop, a high ranking clergyman with an evil secret.
- Esderalda, The Witch-Queen, the arch-enemy of the
setting, exiled from the Kingdom.
- Drakkanzamar The Witch-Queen, the arch-enemy of the
setting, exiled from the Kingdom.
- Caen, The Emerald Wizard, the GM's persona in
Greenstone.
I love this kind of synergy, and it works especially well
with this kind of cliched setting, which is perfect for
younger players. BTW, I have also developed a boardgame set
on the isle, which my daughter already plays (and whips my
butt at!), and intend to write children's stories set in it,
more for her benefit than with any intention of publishing
them...
Well, that's one way of using a colour theme to get a world
going...
Return to
Contents
- Two Plots Better Than One
From: Callan S.
http://www.geocities.com/Area51/Nebula/3971/Rifts/Camp.htm
Instead of just having one hook and one plot for your game,
try TWO. Some readers might have noticed this in TV programs
where they might have two stories running in the one episode
(though one is usually less important than the other).
There are a couple of advantages to this technique:
- It makes players feel as if they're not being railroaded
since they can choose to take up one hook or the other.
- Having a second plot adds dimension. Instead of "Yawn,
have we saved the princess yet?" it becomes "Somehow we have
to save the princess and also track down that important
relic in the caverns. This is going to take timing and skill
to do both."
- It leaves the players wondering about how they'll
complete the other mission while doing the first, rather
than just doing one mission and thinking what type of pizza
they'll get.
Here's an example:
First Hook: Overhearing the conversation of a couple of
mercenaries, the group learns of special information.
First Plot: Find the killer.
Second Hook: The characters find a bounty poster.
Second Plot: Steal the data.
In this set-up, the characters need to track down a killer
(perhaps a monster) that has been terrorising the area (the
mercenaries' conversation might give them a solid lead).
However, just as they're ready to set out, they also
encounter a bounty poster. The data they need to steal might
be the weak points/secret entrances of a castle or perhaps
even a spell book.
There are two options the GM can choose now. One, make both
plots have time limits so the group needs to either do both
quickly or split up. Or two, have both plots intertwined so
that the group can complete both at the same time, but it
takes some skill/good playing to manage both issues at the
same time (i.e. the data is in the same building the monster
is hiding out in, but finding the data while not tipping off
the killer, or catching the killer without him destroying
the building and/or data could be tricky).
As you can see, just catching the killer or stealing the
data by itself is rather straightforward. Just a point A to
point B sort of problem. However, mix two plots in and
nothing's quite so straightforward any more.
Return to
Contents
- Cool Earth Maps
From:
This site shows 3D and 2D maps of Earth at various time
periods (past, present, future). A great resource for time-
travel, modern, and pre-historic campaigns.
http://www.scotese.com/
Return to
Contents
- Tolkien Name Translations
From: Amanda L.
Johnn,
In the last issue someone said that Tolkien's Quenya would
be good in making up names for places and people and I
totally agree. I don't know if someone has already sent in
this link or not but at:
http://www.elvish.org/elm/names.html you can look up an
English name in Quenya. This comes in handy if you are tired
of naming your people George, Fred, and Bob.
Return to Contents
|
|
|