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GameMastery Guide / Getting Started

Rules of the House

Source GameMastery Guide pg. 14
Once you have a place to play and a date for your first session, it’s time to decide what “house rules” are needed for your campaign. While the term normally refers to modifications to the mechanics of the game, house rules can also be the literal rules of the house, covering the basic courtesies and dynamics of the game table. Some typical house rules are discussed below, but this list is by no means exhaustive. Discuss the issues and the options for handling them with your players before play begins, and make sure everyone agrees to abide by the final decision. If you see a need for a new house rule as play proceeds, talk to your players outside of the game, then implement the new rule at the next session, reminding the group about it before play begins.

Player Absence

Source GameMastery Guide pg. 14
What happens to a character when its player is absent from a session? Below are some of the most common solutions.

Another player plays the character. This is a simple solution, but be warned that the other player may be unskilled with the class or simply unable to think of appropriate actions. If the character dies, the absent player is inevitably distressed—and legitimately so. Even if the character survives, the other player will almost certainly play it differently, which may result in unfortunate consequences for the character or the party. This arrangement has the best chance of working when each player designates a specific person to play her character, with no holds barred.

The GM plays the character as an NPC. This solution presents some of the same problems as giving the character to another player. As GM, you have enough to handle—you don’t need the additional hassle of trying to run a PC in the game. Though you may be more cautious with the character than another player and are less likely to get the PC killed (since you know what challenges she will face), you won’t be able to give as much attention as the regular player would, and any negative consequences are likely to bring resentment from the player.

The character leaves the group to do something behind the scenes. This solution is usually workable, though the party may keenly feel the lack of that character’s skills during the session. Sometimes you might have to play the character for a bit to finish a combat, but a short-term withdrawal usually works. The main problem with this technique is that you must provide a logical in-game exit and re-entrance opportunity, and tie those in with the storyline.

The character disappears from the group, reappears when the player does, and no notice is taken of the event. This solution is quite simple, but it requires a degree of maturity to pull off. The character was there, then simply is not. After a time, she’s there again. The GM does not need to find something else for her to do or stage an exit and re-entrance. When she reappears, the character may know what happened in her absence, or may not, depending on the group’s preference.

Calling off a Session

Source GameMastery Guide pg. 14
After how many bail-outs do you call off the game for the night? The answer to this question may depend on the size of your group. Obviously, if you have only one or two players, then a single absence makes play infeasible. With a larger group, you have more flexibility. Some GMs make it a rule to run for no fewer than two or three players. Others require a larger percentage of the party.

One way to deal with a session that only half the players can attend is to split the party and allow those present to pursue a side adventure for an evening. In this case, it pays to keep a small-group adventure available.

If absences become a chronic problem, some GMs may choose to invite slightly more players into a campaign than they need, with the assumption that one or two will always have scheduling conflicts. While it can be fun to have a rotating cast, this method can also require both the players and the GM to play fast and loose with continuity and bookkeeping... and requires the GM to be comfortable running a big group if everyone shows up.

Food at the Game Table

Source GameMastery Guide pg. 14
While it’s possible to insist that players not eat or drink at the game table, it’s hard to enforce such a rule. Roleplaying sessions take a long time, and people get hungry and thirsty. You can set up snacks on a separate table or in a different room, but they’re likely to find their way to the game table anyway.

If you decide to allow food at the table, you’ll have to prepare for the inevitable messes. Keep towels at the table to quickly clean up spilled beverages, and encourage the use of plastic page protectors for character sheets. It’s a good idea to keep reference books off the table for the same reason.

Also note that food and beverages aren’t free. If you rotate locations, you can agree that snacks are the responsibility of the house where the game occurs, ask that everyone bring a snack or beverage to share, or simply pass the hat at each session for contributions to the snack fund.

Children and Pets

Source GameMastery Guide pg. 14
If the house where you play has very young children, it’s best to keep them out of the game room altogether. If this isn’t possible, then everyone must be sure to keep dice and minis off the floor, as such objects may constitute choking hazards.

Pets can likewise cause problems at the game table. If anyone is allergic to animal fur, courtesy demands that the animals be kept out of the room. This solution also prevents a random doggy tail swipe from clearing the battlemat, or a kitty from turning the minis into cat toys. Still, if everyone enjoys the company of the animals, it may be fine to allow their presence.

Other Activities at the Game Table

Source GameMastery Guide pg. 15
Despite your best efforts, you won’t always be able to keep all your players engaged with the action. Large combats may drag, and if you have a lot of people at the table, it may take quite a while for a player’s next turn to come up. Furthermore, the party may split, requiring you to divide your attention between groups.

In such situations, players may want to fill the time between turns with other activities. Someone might bring a book, a knitting project, or some figures to paint. Others might spend the time creating new characters. Finally, some players might sit and chat about out-ofgame topics. As long as the alternate activities aren’t distracting either the player involved or the other players from the game, it’s probably fine to allow them. If they start distracting the player involved to the point where he can’t follow what’s happening in-game, however, the group may want to ban those activities, or simply ask him to find another.

If the alternate activities are disturbing the other players, you can ask that those involved move to another area, away from the table. Just moving over to the living room couch may suffice—those involved can still hear the action, but the other players won’t see what they’re doing. Alternatively, those not involved with the action could make the popcorn, refill people’s beverages, and pick up the snack debris. Doing so can provide them with an opportunity to chat in another room for a while.

Out-of-Character Talking

Source GameMastery Guide pg. 15
Roleplaying requires lots of in-character conversation, but plenty of out-of-character chatter happens at the game table as well. It’s not usually difficult to separate them when the table talk is about the science homework or the plumber’s impending visit. But when the players are talking about what to do with the orc prisoner, it can be tough for the GM to determine whether they’re actually making threats or just theorizing, which can lead to problems if the NPCs show their hands by reacting to something a player didn’t intend to say in character.

One option is to simply require a player to stand up or make a specific hand gesture when talking out of character. Alternatively, you could have everyone use an accent when speaking in character. As long as everyone understands the convention, it should take the group only a few sessions to become used to it.

Interplayer Conflict

Source GameMastery Guide pg. 15
Though the members of adventuring parties usually have common goals, they don’t always get along. Some party disputes arise from in-character conflicts, such as alignment or history. Others happen because the players behind the characters are angry at one another.

Most party bickering isn’t harmful, and some may even be entertaining. However, if party members draw steel against one another, it’s probably time to intervene. A house rule that mandates an out-of-game discussion when such a situation occurs is highly recommended, as are rules discouraging intraparty duels and theft and encouraging players to work as a team rather than splitting off into groups, which results in less game time for everyone.