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Post by Morose on Jan 2, 2024 18:15:12 GMT -5
There was a previous thread The Unspoken Rules of D&D that El Borak, started and I wanted to revisit the topic. First I will comment on each "Rule" in that thread and then see if there are any more that I can think of. 1. Never split the party.I agree with the reasons listed in the other thread, I would only add, if you are going to split the party, it will work better if you have co-DMs that are on the same page, so the DM is not jumping back and forth between two rooms and so that part of the players are not twiddling their thumbs.
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Post by Morose on Jan 2, 2024 18:18:12 GMT -5
2. Don't Be A Jerk: I would only add that the source of this is NOT Wil Wheaton, not only does this rule predate Wil Wheaton, this rule predates D&D and IMO this rules predates all written records of history.
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Post by Morose on Jan 2, 2024 18:20:34 GMT -5
3. The statue is never just a statue. Living statues are awesome, but statue can also be other things too. As a tiny example, touching a certain spot or leaning on a statue can trigger a trap or secret door or dozens of other things.
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Post by Morose on Jan 2, 2024 18:21:38 GMT -5
4. It Might Just Be A Mimic I love Micmics they are one of the most iconic D&D monsters IMO.
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Post by Morose on Jan 2, 2024 18:31:14 GMT -5
5. Never confront characters with threats that have no solution. I changed the wording a little since defeat or avoid are not the only options. I would add that whatever the options are, if the only option is death, then the players are not going to be happy and would be within their rights to walk. So what are the options: (here are seven, what are some others?) 1. Defeat the threat 2. Die 3. Avoid (i.e. before you are seen) 4. Negotiate 5. Trick/Deceive 6. Run away 7. Surrender (probably will not work if the PCs have a reputation for killing prisoners) 8. 9. 10.
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Post by Morose on Jan 2, 2024 18:34:08 GMT -5
6. Assume players have taken reasonable actions. I think this one is really important. For newbie players making them spell out everything they are doing is necessary for them to learn the game. However, once the players are experienced, having them write down standard actions they will take in a variety of situations will speed up the game. Also you can now have them be responsible for informing you when they will deviate from standard actions.
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Post by Morose on Jan 2, 2024 18:38:40 GMT -5
7. Never let players ignorantly take a substantial risk. Players need adequate information to make decisions. That information can be explicit or it can be implied, it can be concrete or it can be vague. The DM can say something like "something just doesn't seem right," "something is making your skin crawl," "you feel like you are being watched," or "a chill just went down your spine." It can be the tried and true "Are you sure you want to do that?"
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Post by Morose on Jan 2, 2024 18:42:33 GMT -5
8. Never plan to take the players’ freedom or stuff to support your plot. However, I would add the caveat that the DM should never have a plot. (i.e. no railroads)
If you are taking the players' freedom or stuff to for no other reason than to support your plot, then you have removed player agency from your game and the players have every right to walk.
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Post by Morose on Jan 2, 2024 18:46:53 GMT -5
9. If it is not written on your character sheet you do not possess it. If you are claiming you have or would have something and it is not written on your sheet, then you are trying to cheat.
Example, if you are going to role play fixing a meal as you travel through the wilderness, then you should have on your list of possessions a cast iron skill and a pot. Each character should possess a knife (sharp) and a wooden spoon that they use to eat with.
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Post by Morose on Jan 2, 2024 18:48:12 GMT -5
10. If you don't say it, it didn't happen and you didn't do it. This can be modified by Rule 6, if you have agreed on standard actions that are always assumed unless modified.
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Post by Morose on Jan 2, 2024 18:49:18 GMT -5
11. "Are you sure you want to do that?" is code for "What you just said you are going to do, just might be (is) pretty stupid." This is part of Rule 7, but needs to be restated for emphasis.
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Post by hengest on Jan 3, 2024 9:56:10 GMT -5
If it's a burden instead of being fun, you're not having fun.
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