Kozemar - Dying Light
For a tabletop RPG campaign to work, a certain understanding is necessary among players, and between players and the DM. While most of these things should go without saying, sometimes it’s necessary to have reminder. To that end, each player will sign a copy of this text, as will the DM.
As a Player…
- I will ask questions about my surroundings and describe my intended actions to the DM, rather than asking to make a specific skill or ability check. I do not need to make a dice roll unless the DM asks for one.
- I will pay attention during other players’ turns, and avoid side conversations while they are working with the DM.
- I will avoid meta-gaming, and try to make decisions from a character perspective rather than a game-rules mindset.
- I will think about my turn before it happens, so that I can help keep the game moving along. I will try to take my turn quickly, accepting that a choice I make quickly might not be the “perfect” or “optimal” choice, but it will be more interesting if we can keep the story moving
- I will be a team player. Even if my character’s motives are selfish, I can find a way to meld with the party. Conversely, if someone else plays a selfish character, I can make that part of the story without causing personal conflict at the table.
- I will not look at my phone/tablet during the game session except for game information.
- I will try to limit out-of-game conversation to before and after the game session, ensuring that we get the most out of our short gaming sessions.
As a DM…
- I promise to give the players any information that would be obvious to their characters, and even information that isn’t obvious, but to which the character’s skills and training should entitle them.
- I am not a “gotcha” DM. I will not drop inescapable death traps on PCs with no warning. You do not need to specifically poke every flagstone. “I move cautiously, checking for traps,” will suffice.
- Table rulings may be made on the fly, but always with a focus on the fun of the whole table. Sometimes an awesome idea may be allowed to overlook technicalities of the rules.
- The story of the campaign belongs to the players. I have created a world with people and places. Some of the people have their own goals they want to achieve, and will try to achieve whether the PCs help, hinder, or ignore them. The players can choose their own course, and the world around them will feel their presence or absence to the best of my creativity.