The social contract
The key to a successful playgroup is setting and achieving expectations.
The DM expects things of the players, the players expect things of the DM, and players expect things from one another.
We will use this as a living document to manage expectations.
Expectations for all participants
Everyone is expected to be mindful of the following expectations.
Respect
We are playing a social game and the enjoyment of every person at the table is equally important. Almost all other expectations are somehow related to the concept of respecting each other and prioritizing the enjoyment of the playgroup as a whole.
Bullying and ostracizing
No bullying, bigotry, or other such player activity will be tolerated. Your characters have more leeway for the purposes of flawed personalties in roleplay, but if your character makes the game less fun for anyone in the playgroup because they are a tool used to make a player feel uncomfortable, that's also going to be a problem.
Let people make their own decisions
Everyone can make their own decisions for their characters, please don't pressure players to play a certain way, especially repeatedly. If you welcome input from the other players, please ask for it. If you want your make a suggestion, please consider doing so in character when possible. I consider it a mild form of bullying to pressure other players to play their character a specific way.
Be considerate about sensitive themes
Unfortunately it can be all too easy to unknowingly disrupt someone's enjoyment of the game even if you don't do anything with malicious intent. We want everyone to have fun, so if anything upsets you or makes you feel uncomfortable, please bring it up with the playgroup or the DM. We want you to have fun and if that means avoiding specific topics or themes we want to know so we can accommodate your tastes.
The following topics are generally avoided or minimized in our game:
- Overly detailed description of gore and/or torture
- Sexual/Erotic roleplay
Please, contact the DM if you want this list to be updated.
Attendance
All participants are expected to be present at game time unless they communicate ahead of time.
We all understand that life happens. That said habitual absence or lateness is problematic to enjoyment of the playgroup as a whole and will be discussed and addressed as needed.
In general we won't play if more than one player is going to be absent, and we may not play if anyone is absent at the DM's discretion. Obviously we can't play if the DM is not present unless another member of the playgroup want's to DM a oneshot or something.
Changes in availability
We all realize that life is full of unexpected twists and the game time we agreed may not work for everyone indefinitely. We will try to accommodate reasonable requests to alter our game schedule as long as all participants are ok with a change. That said, if we can't all agree on a new schedule that will work for everyone, the individual who can't continue at the previously agreed upon schedule will lose their spot at the table, even if they happen to be the current DM. If their availability changes or the playgroup eventually shifts play schedule to a time that works for them and space is available for them to return, the playgroup can work at incorporating that individual back into the playgroup.
Expectations specific for the players
Keep the DM honest (respectfully)
DMs are only human, and are just as prone to getting mixed up or forgetting things.
A good DM shouldn't get offended at a player who gives respectful reminders or ask questions.
Please feel encouraged to question the DM and give friendly reminders.
Accept DM decisions
While it is important to help the DM as stated above, it is important to realize that for the sake of the story or game sometimes the DM knowingly makes exceptions to the rules or rule something in a way that you may not like. Please accept that the DM needs the authority to make decisions that you may occasionally disagree with, and may even differ from the rules.
It's ok to bring up concerns about a ruling or question it, but if the DM doesn't change their call, please don't hold up the game to debate it with the DM mid-session.
Write down you concern and discuss with the DM between sessions.
Don't assume that a DM will do things the same way as another DM
All DMs have their own way of interpreting the rules and preferences on how they like to run the game. When transitioning from one DM to another please be mindful that things may be ruled differently from when you played with another DM.
Limit PvP to what will be fun for the whole playgroup
Simply put, if your character generally makes the game less fun for others because of PvP you initiate it will be a problem. When you are going to create a character with an abrasive personality trait or initiate some form of PvP, please ask yourself if it will be enjoyed by the other players... or just directly ask the players if they are ok with it.
We like to give players freedom to do what they think their character would do, but when it is going to directly cause another player to become upset we need to tread carefully. It's something that we handle on a case by case basis. Sometimes the DM may ask if all participants are ok with a PvP contest and if any don't want to will narrate what happens when the character tries to take the action.
Alan wants his character, the rouge Ava, to attempt to steal the Lucky Stone magic item from Ben's character while he is sleeping. The DM asks Ben if he wants to have this be a PvP contest with the Lucky Stone at stake. If Ben doesn't like the idea of having his character's things stolen by a party member, the DM could just say that Ava is caught red handed, no rolls involved.
Expectations specific for the Dungeon Master (DM)
The most important thing for the DM to do is run a game where everyone is generally having fun participating. These expectations are documented to help accomplish that.
Make sure everyone gets to have time in the spotlight
If a player decides to have their character go off on their own, you can't have the session be a 1:1 between that player and the DM. The DM is expected to shift focus to the rest of the party when it makes sense so that the bulk of the playgroup doesn't feel like passive observers for the majority of a game session.
Play by the rules unless there is a good reason to do otherwise.
In order for a player to feel like they have a basic level of familiarity with the way the world you are presenting to them functions you must be consistent and predicable with your rulings on things like spells and features.
Be careful, while some things may warrant a increase challenge, nurfing class features and spells rarely seems to make the players have more fun.
Sometimes the DM changes how the rules work to make life easier or to make things more enjoyable to the players.
These changes should be communicated with the players and any objections discussed with the playgroup.
Sometimes a change the DM thinks will make the game more enjoyable actually causes frustration for the players in a way they don't realize.
Players please tell the DM if you have any concerns.
DMs please ask for feedback from your players with regards to these kinds of changes, and check back after the players have more time to have changes in opinions too.
Other times the rules appear to be broken by things the player is not aware of, such as a undetected magical effects.
This campaign has at least a couple instances where magical or other effects impact how some game mechanics work in a way that may appear to be an unfair break in the way spells or other character features work.
For a basic example that is not so secret, during the death curse during this adventure, resurrection magic seems to not work as intended.
Periodically ask for player feedback on how they feel about the way the game is going
Players may not feel comfortable bringing up concerns without the DM specifically requesting feedback, so asking for that feedback is a must.