Gaming Etiquette
Below are several suggestions for keeping a game fair, balanced and enjoyable for everyone involved. It is strongly suggested that these rules be used unless an alternative has been created by the group as a whole.
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Table of Contents
Before the Game During the Game |
Before the Game
1) It is strongly suggested that a Session Zero is held to make sure everyone is on the same page regarding how the game will go. Session Zero is, among other things, a brief meeting before the game begins to discuss any topics that might make a player uncomfortable. This is especially important if the GM intends for the game to contain adult content. Topics such as racism, sex, domestic abuse and slavery can make for intense, exciting stories - but they also affect people in there day to day lives. Many people simply won't want to play those stories, especially if they aren't close friends with all the others at the table, as the emotions they bring up can be...intense. Generally speaking, more adult topics should be shelved unless everyone at the table has expressed comfort with the subject, and paused if anyone becomes uncomfortable.
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2) The GM has the right to remove any Talent, Item or Archetype that doesn't fit the story and world they envision. Not everything created will fit into every story - a world without magic wouldn't have Magic talents, for example, and many will find more technologically minded Talents and Items wouldn't fit within a more traditional magic world. The GM should, however, make these exceptions clear before character creation, at a Session Zero or other such event. The GM should communicate this as clearly as possible.
3) Players should make a character that wants to go on an adventure, specifically the one the DM is pitching. Creating a character that wants to forge the greatest sword ever, and must go along on the quest to find the skills, materials and teachers needed is a great way to tie a character in. Creating one who wants to be an average blacksmith and simply serve their village is going to be a much more difficult character to tie into the plot.
During the Game
1) It is suggested that a system, such as the X-Card, should be implemented to allow any players - including the GM - to stop the game if an uncomfortable subject arises or a scene gets out of hand. It is important that everyone at the table is both comfortable and having fun.
2) The GM controls the world, it's events, and its people. This control is absolute. In equal measure the player's get control over their character's action. The GM cannot control these characters, with the sole exception of 'botting' a missing player's character so the game can move forward with the player's blessing, and the same is true of other players. While the dice and their own choices will have consequences the GM cannot say 'this character does such and such' without consulting with the player.
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3) "It's what my character would do" is a wonderful thing to say right before you do an exciting roleplay choice that will actively harm your own character. It's less wonderful, but much more likely, to be heard when making a choice that negatively impacts everyone else. Keep in mind that this isn't a game you win by making everyone else mad, and if you really want to go deep into roleplay try to avoid a character that will screw others over.