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Post by El Borak on Jan 11, 2022 15:06:53 GMT -5
Although there are many varieties of D&D and related games and tons of rules, I think for the most part the unspoken rules of OD&D are pretty applicable to all of the above. But as a curiosity, what do each of us consider the Unspoken Rules to be? So I will start and I would like to hear from as many of you as possible to see how many we come up with.
1. Never split the party. I think this is one of the Unspoken Rules, but one that is pretty widespread. While there really are legitimate times to split the party, it is not something that should be done without a lot of thought. Inexperienced players should really never do it. Players that are really good at tactics and strategy can at times use it to distinct advantage. Though often what happens is that the party is split in a way that weakens both groups more than it should have and both get wiped out. Thought should be given between games, as to how the party could be split to gain advantage and not inadvertently leaving both groups at a disadvantage. From my perspective if you have up to say 8 players you really should not split the party, 9-10 is kind of a gray area and if you have 11 or more players, then it may in some circumstances be a good idea. The odds can be improved if you have henchman and hirelings in addition to the noted party size. Another factor to consider is the levels of the characters, low levels - don't split the party, higher levels where you may be able to weather a surprise in what you face, is more likely to work. So do not split the party unless you are experienced and you have good reason to think it will not lead to disaster.
The other reason to never split the party is because it makes the ref bounce back and forth between two rooms, so you don't know things that you could not know and it really slows things down. This is a very good reason not to do it.
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Post by The Semi-Retired Gamer on Jan 11, 2022 18:17:49 GMT -5
Going for the polite version but...2. Don't Be A Richard: I hesitate to put this on here because of the source - Wil Wheaton - because, quite frankly, I think he's an oxygen thief. I admit it may be me or it may be his politics but whatever it is, that unspoken rule remains true. We're all here (or at the gaming table) to have fun. Some people are serious, some are more comedic, and some fall somewhere in between but the point remains that we're all here to have fun. As long as the other person isn't intentionally sabotaging anybody else's fun let's roll some dice (or discuss some games) and have fun the way we want. Wheeeeaaaatoooonnnnnnn!!!!!!!!
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Post by Vladimir, The Dark Prince on Feb 20, 2022 23:03:48 GMT -5
Going for the polite version but...2. Don't Be A Richard: I hesitate to put this on here because of the source - Wil Wheaton - because, quite frankly, I think he's an oxygen thief. I admit it may be me or it may be his politics but whatever it is, that unspoken rule remains true. We're all here (or at the gaming table) to have fun. Some people are serious, some are more comedic, and some fall somewhere in between but the point remains that we're all here to have fun. As long as the other person isn't intentionally sabotaging anybody else's fun let's roll some dice (or discuss some games) and have fun the way we want. Wheeeeaaaatoooonnnnnnn!!!!!!!! Be less polite, I know too many good guys named Richard.
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Post by Vladimir, The Dark Prince on Feb 20, 2022 23:05:56 GMT -5
3. The statue is never just a statue. I happen to remember TPD recently posting that he loves to use living statues.
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Post by Vladimir, The Dark Prince on Feb 20, 2022 23:08:57 GMT -5
4. It Might Just Be A Mimic. Almost anything can be a mimic, chests, piles of gold, furniture, doors, pits, anything at all.
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Post by The Semi-Retired Gamer on Feb 21, 2022 3:14:38 GMT -5
Going for the polite version but...2. Don't Be A Richard: I hesitate to put this on here because of the source - Wil Wheaton - because, quite frankly, I think he's an oxygen thief. I admit it may be me or it may be his politics but whatever it is, that unspoken rule remains true. We're all here (or at the gaming table) to have fun. Some people are serious, some are more comedic, and some fall somewhere in between but the point remains that we're all here to have fun. As long as the other person isn't intentionally sabotaging anybody else's fun let's roll some dice (or discuss some games) and have fun the way we want. Wheeeeaaaatoooonnnnnnn!!!!!!!! Be less polite, I know too many good guys named Richard. Fair!
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Post by Vladimir, The Dark Prince on Feb 21, 2022 13:36:49 GMT -5
5. Never confront characters with threats they cannot either defeat or avoid.
Also at this same link
6. Assume players have taken reasonable actions.
7. Never let players ignorantly take a substantial risk.
8. Never plan to take the players’ freedom or stuff to support your plot.
However, I would add the caveat of the ref should never have a plot.
Edit: I just noticed that this was post 61,000.
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Post by Molcho on Aug 11, 2022 22:05:03 GMT -5
Being nit picky and insisting that players, especially experienced players stat standard trivia everything is just being a jerk. It is one think to make newbies have to think and state things and an entirely different thing to waste time like that with experienced players. 7. Never let players ignorantly take a substantial risk. You have to give enough information for players to make informed decisions. If you don't do this, you are cheating. 8. Never plan to take the players’ freedom or stuff to support your plot.
However, I would add the caveat of the ref should never have a plot. I cannot agree more, the ref should never have a plot. Everything where the party is flows from the party interaction with the world. Events where the party is not, flow on logically from the hooks that were presented.
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Post by Bad to the Bone on Sept 3, 2022 15:37:08 GMT -5
Great topic, that needs filled out more.
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Post by Bad to the Bone on Sept 3, 2022 15:37:41 GMT -5
3. The statue is never just a statue. I happen to remember TPD recently posting that he loves to use living statues. The Perilous Dreamer, please comment on this.
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Post by The Perilous Dreamer on Sept 3, 2022 17:42:52 GMT -5
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Post by Bad to the Bone on Sept 13, 2022 11:08:17 GMT -5
I think we all will look forward to that.
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Post by The Perilous Dreamer on Sept 13, 2022 12:24:05 GMT -5
I think we all will look forward to that. Thanks, it is on my very lengthy to do list.
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Post by Penny Wise on Oct 17, 2022 23:04:38 GMT -5
OK, this thread ended with this list of Unspoken or Unwritten Rules for D&D.
1. Never split the party 2. Don't Be A Richard 3. The statue is never just a statue 4. It Might Just Be A Mimic 5. Never confront characters with threats they cannot either defeat or avoid. 6. Assume players have taken reasonable actions. 7. Never let players ignorantly take a substantial risk. 8. Never plan to take the players’ freedom or stuff to support your plot. I also agree that the DM should never have a plot, the DM should have looks of hooks and the plot is created as the players decide what to pursue. But not sure if this qualifies as an Unspoken or Unwritten Rule. Or at least not one that very many ascribe to.
But let's continue with those Unspoken or Unwritten Rules.
This next one IMO is one of the most important and the one after that is akin to it and also very important. I think they are principles that separate honest players from cheaters. 9. If it is not written on your character sheet you do not possess it. 10. If you don't say it, it didn't happen and you didn't do it. Both of these rules fall under the category of, you can't wait until you see the consequences of some action and then retcon things so it turns out well for you.
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Post by Penny Wise on Oct 17, 2022 23:12:22 GMT -5
1. Never split the party 2. Don't Be A Richard 3. The statue is never just a statue 4. It Might Just Be A Mimic 5. Never confront characters with threats they cannot either defeat or avoid. 6. Assume players have taken reasonable actions. 7. Never let players ignorantly take a substantial risk. 8. Never plan to take the players’ freedom or stuff to support your plot. 9. If it is not written on your character sheet you do not possess it. 10. If you don't say it, it didn't happen and you didn't do it. Next up 11. "Are you sure you want to do that?" is code for "What you just said you are going to do, just might be pretty stupid."
It usually means that the player is getting ready to do something stupid, often something really stupid and the DM is giving the player the chance to confirm or reconsider there action, usually this is to avoid a TPK or at least something really bad. Now and then it is just to terrify an unreasonably paranoid player. Messing with Timid Tommy can be fun. Grow a pair Tom.
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Post by Penny Wise on Oct 17, 2022 23:18:13 GMT -5
1. Never split the party 2. Don't Be A Richard 3. The statue is never just a statue 4. It Might Just Be A Mimic 5. Never confront characters with threats they cannot either defeat or avoid. 6. Assume players have taken reasonable actions. 7. Never let players ignorantly take a substantial risk. 8. Never plan to take the players’ freedom or stuff to support your plot. 9. If it is not written on your character sheet you do not possess it. 10. If you don't say it, it didn't happen and you didn't do it. 11. "Are you sure you want to do that?" is code for "What you just said you are going to do, just might be pretty stupid."
And next up
12. The Dice Giveth & The Dice Taketh Away
Sometimes the dice will be giving you the whole store and other times the dice will not allow you even a crumb. Just like life. When people talk about realism in D&D, well the dice are what give you realism, sometimes that really sucks, just like life.
13. Expect disaster and roll with the punches.
Expect everything to go sideways, in ways that are completely unpredictable, just like in real life. Have a back up plan, have several back up plans. The lesson though is no matter what happens, accept it and move forward.
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Post by Penny Wise on Oct 17, 2022 23:26:12 GMT -5
1. Never split the party 2. Don't Be A Richard 3. The statue is never just a statue 4. It Might Just Be A Mimic 5. Never confront characters with threats they cannot either defeat or avoid. 6. Assume players have taken reasonable actions. 7. Never let players ignorantly take a substantial risk. 8. Never plan to take the players’ freedom or stuff to support your plot. 9. If it is not written on your character sheet you do not possess it. 10. If you don't say it, it didn't happen and you didn't do it. 11. "Are you sure you want to do that?" is code for "What you just said you are going to do, just might be pretty stupid." 12. The Dice Giveth & The Dice Taketh Away 13. Expect disaster and roll with the punches. Then there is this one
14. The Party Will Be Mislead and Deceived
That has, does and will happen. Now don't get mad at the DM, he is not lying to you to mess with you. It is those pesky NPCs. You see, just like in real life, all of these other people who are not you, have their own agenda, their own goals. Those agendas and those goals, will often conflict with your agenda and your goal. So just like in real life, NPCs will lie to you, cheat you, manipulate you and mislead you. So one of your jobs as a PC is to take any clues the DM gives you and yes DMs you should give them some clues, minor though they may be, that they can't trust everyone 100% of the time. As a player, just remember the old adage, if it sounds too good to be true, it is.
I came up with these six that I added by paying attention to the posts on this forum.
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Post by Fantasy King on Oct 17, 2022 23:59:17 GMT -5
1. Never split the party 2. Don't Be A Richard 3. The statue is never just a statue 4. It Might Just Be A Mimic 5. Never confront characters with threats they cannot either defeat or avoid. 6. Assume players have taken reasonable actions. 7. Never let players ignorantly take a substantial risk. 8. Never plan to take the players’ freedom or stuff to support your plot. 9. If it is not written on your character sheet you do not possess it. 10. If you don't say it, it didn't happen and you didn't do it. 11. "Are you sure you want to do that?" is code for "What you just said you are going to do, just might be pretty stupid." 12. The Dice Giveth & The Dice Taketh Away 13. Expect disaster and roll with the punches. 14. The Party Will Be Mislead and Deceived That is a pretty good list, I wonder how many there are?
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Post by The Perilous Dreamer on Oct 18, 2022 12:01:37 GMT -5
1. Never split the party 2. Don't Be A Richard 3. The statue is never just a statue 4. It Might Just Be A Mimic 5. Never confront characters with threats they cannot either defeat or avoid. 6. Assume players have taken reasonable actions. 7. Never let players ignorantly take a substantial risk. 8. Never plan to take the players’ freedom or stuff to support your plot. 9. If it is not written on your character sheet you do not possess it. 10. If you don't say it, it didn't happen and you didn't do it. 11. "Are you sure you want to do that?" is code for "What you just said you are going to do, just might be pretty stupid." 12. The Dice Giveth & The Dice Taketh Away 13. Expect disaster and roll with the punches. Then there is this one 14. The Party Will Be Mislead and Deceived That has, does and will happen. Now don't get mad at the DM, he is not lying to you to mess with you. It is those pesky NPCs. You see, just like in real life, all of these other people who are not you, have their own agenda, their own goals. Those agendas and those goals, will often conflict with your agenda and your goal. So just like in real life, NPCs will lie to you, cheat you, manipulate you and mislead you. So one of your jobs as a PC is to take any clues the DM gives you and yes DMs you should give them some clues, minor though they may be, that they can't trust everyone 100% of the time. As a player, just remember the old adage, if it sounds too good to be true, it is. I came up with these six that I added by paying attention to the posts on this forum. Have an Exalt Penny Wise ! Those are all good and I think the last one you added #14 is very overlooked and under used.
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Post by The Perilous Dreamer on Oct 18, 2022 12:09:08 GMT -5
15. Rule Zero. The Referee's Word is Law in the Game Now a good Referee takes input from the players and all. However, sometimes a decision has to be made to keep the game moving. When those times arise, the players should accept the Referees ruling, roll with it and continue. Outside the game more discussion can take place. Sometimes the answer is, this how I want to do it and it feels right to me for the atmosphere of the game I want to run. Of course the crucial thing is Trust between Referee and Players, if you don't particularly like something, but it is not screwing the players over then you should let it go. Fight the battles elsewhere. On the other hand, if all the players don't like something and you can't change their minds, maybe you need to let it go as the Referee. So this is a rule, but there is nuance to it.
By the way this is actually Rule Zero.
15. Always watch your teammate’s back. Don't let anyone sneak up on them.
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Post by The Perilous Dreamer on Oct 18, 2022 12:14:51 GMT -5
16. Anything said by the players in or out of character can and will be used.
Player comments are a great source of ideas for the Referee. Perfectly innocent jokes or commentary by the players can trigger ideas that will come back to bite the party at some future date. Saying things like "At least it wasn't ..." or anything of the like can be hazardous to the party. Suggestions for how it could have been worse, monsters, combat, traps or anything else that can give the Referee ideas should usually be avoided, EXCEPT that player never do avoid this and so they are a never ending source of ideas.
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Post by The Perilous Dreamer on Oct 18, 2022 12:18:33 GMT -5
Caveat is that I prefer not to have thieves in the game, but if you do, then consider this.
17. Thieves in the game should be in front leading the way.
They should be scouting ahead and using all of their abilities to smooth the way for the party. A cowardly thief who will not do this is of no value to the party. A thief that will not lead the way and scout during the adventure will always turn out to be more trouble that he is worth.
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Post by The Perilous Dreamer on Oct 18, 2022 12:25:21 GMT -5
18. A good Referee is not adversarial, a good Referee is impartial.
This should probably be one of the first few rules. The Referee is not there to win, a referee is there to have fun and to create the conditions were the players can have fun and come back week after week. Your job is not to make sure the monsters win or to mess with the players characters. You are to be impartial and play fairly and not take advantage of the power you have as referee. Though you are impartial, you should enjoy seeing the players overcome the obstacles and challenges that you have placed in the game.
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Post by The Perilous Dreamer on Oct 18, 2022 12:27:37 GMT -5
19. All PCs should have a chance to shine.
This assumes that the player has not deliberately nerfed their character, is not indecisive to the point of paralysis, etc.
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Post by The Perilous Dreamer on Oct 18, 2022 12:32:46 GMT -5
20. The golden rule for Players is "Thou shalt not hog the spotlight."
The best players are not only those who are decisive, quick, witty and creative, they are the ones who could, but choose not to hog the spotlight and do encourage and help the referee facilitate getting players who are not (YET) among the best players to be involved and have their PC shine and have some accomplishments too.
Players who are indecisive, slow and dull, can for the most part be helped to grow out of that. It is rare that anyone who has enough imagination to want to play D&D, can not grow into at least a decent player.
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Post by The Perilous Dreamer on Oct 18, 2022 12:49:47 GMT -5
There are tons of other unspoken rules and things that everyone is assumed to know. Here are 20 more:
21. Everything has consequences. 22. Always as a priority, take out the opposing spell casters. 23. Always check the bodies. 24. There is no such thing as too much rope. 25. Timid players and over confident players are the two prime causes of TPK's, a party consisting of these two types will die. 26. Missile weapon using characters should always have a melee weapon attack. 27. Melee weapon characters should always have a missile weapon attack. 28. Don't forget the options of negotiating, hiding, running, etc. Sometimes the one thing you don't want to do is fight. 29. Pay close attention to descriptions. 30. Make sure what you kill stays dead. 31. Not all prisoners should be "rescued" and set free. 32. Talk to NPCs. 33. Don’t use area of effect spells in close quarters. 34. There is no such thing as an insignificant detail. 35. Never push a button, pull a lever or it's equivalent without knowing what it does. 36. Never eat or drink something in a dungeon, unless you have first verified it is safe. 37. Thou shalt not touch someone else’s dice without permission. 38. Thou shalt not be a Rules Lawyer. 39. All player die rolls should be in the open. 40. Many, but not all, Referee die rolls should not be in the open, because that will give players information that they have no way of knowing before they take the action.
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Post by The Perilous Dreamer on Oct 18, 2022 12:58:23 GMT -5
41. In a face to face game, it is both expected and assumed that you bath regularly.
Expect to be kicked out of the game if this is not the case.
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Post by The Perilous Dreamer on Oct 18, 2022 13:01:22 GMT -5
Going for the polite version but...2. Don't Be A Richard: I hesitate to put this on here because of the source - Wil Wheaton - because, quite frankly, I think he's an oxygen thief. I admit it may be me or it may be his politics but whatever it is, that unspoken rule remains true. We're all here (or at the gaming table) to have fun. Some people are serious, some are more comedic, and some fall somewhere in between but the point remains that we're all here to have fun. As long as the other person isn't intentionally sabotaging anybody else's fun let's roll some dice (or discuss some games) and have fun the way we want. Wheeeeaaaatoooonnnnnnn!!!!!!!! The whole argument of "It’s what my character would do, still comes back to the fact that you deliberately made a character with the intention of being a jerk and ruining everyone's fun. You deserve and should be kicked out of the game.
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Post by The Perilous Dreamer on Oct 18, 2022 13:11:07 GMT -5
0. The Referee's Word is Law in the Game 1. Never split the party 2. Don't Be A Richard 3. The statue is never just a statue 4. It Might Just Be A Mimic 5. Never confront characters with threats they cannot either defeat or avoid. 6. Assume players have taken reasonable actions. 7. Never let players ignorantly take a substantial risk. 8. Never plan to take the players’ freedom or stuff to support your plot. 9. If it is not written on your character sheet you do not possess it. 10. If you don't say it, it didn't happen and you didn't do it. 11. "Are you sure you want to do that?" is code for "What you just said you are going to do, just might be pretty stupid." 12. The Dice Giveth & The Dice Taketh Away 13. Expect disaster and roll with the punches. 14. The Party Will Be Mislead and Deceived 15. Always watch your teammate’s back. Don't let anyone sneak up on them. 16. Anything said by the players in or out of character can and will be used. 17. Thieves in the game should be in front leading the way. 18. A good Referee is not adversarial, a good Referee is impartial. 19. All PCs should have a chance to shine. 20. The golden rule for Players is "Thou shalt not hog the spotlight." 21. Everything has consequences. 22. Always as a priority, take out the opposing spell casters. 23. Always check the bodies. 24. There is no such thing as too much rope. 25. Timid players and over confident players are the two prime causes of TPK's, a party consisting of these two types will die. 26. Missile weapon using characters should always have a melee weapon attack. 27. Melee weapon characters should always have a missile weapon attack. 28. Don't forget the options of negotiating, hiding, running, etc. Sometimes the one thing you don't want to do is fight. 29. Pay close attention to descriptions. 30. Make sure what you kill stays dead. 31. Not all prisoners should be "rescued" and set free. 32. Talk to NPCs. 33. Don’t use area of effect spells in close quarters. 34. There is no such thing as an insignificant detail. 35. Never push a button, pull a lever or it's equivalent without knowing what it does. 36. Never eat or drink something in a dungeon, unless you have first verified it is safe. 37. Thou shalt not touch someone else’s dice without permission. 38. Thou shalt not be a Rules Lawyer. 39. All player die rolls should be in the open. 40. Many, but not all, Referee die rolls should not be in the open, because that will give players information that they have no way of knowing before they take the action. 41. In a face to face game, it is both expected and assumed that you bath regularly.
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Post by The Perilous Dreamer on Oct 18, 2022 13:15:59 GMT -5
42. Unless you're actually IN a fishing village, any humanoid NPC found fishing is 99% likely to be something else in disguise, and often it will be a dragon.
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