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Friday, May 29, 2015

Game Room Etiquette (Host's Rules)

    Last week I released the players etiquette list that covered player - host interactions. This week it is time for the players to get their revenge with a list of their own. Here is my take on host etiquette as pertaining to host - player interactions to ensure that your host is fair and relatively easy to get along with. Next week we will be covering player - player interactions. And as always these etiquette rules can be purchased as posters by following the link below the graphic.
    As Host's we play the part of Dungeon Master, Game Master, Storyteller, and Referee. While many hats are worn on this side of the screen we must also remember the first rule is for everyone to have fun. Often times we become so enamored with the intricacies of our own wit and clever plot lines that we can fall victim to our creativity and begin to see our players as nothing more then mere plot devices to progress our parables. Whenever this state of mind takes hold we should learn to recognize it and remedy it quickly before ruining the afternoons entertainment for everyone else. Here are a few guidelines to help recognize when you are overstepping your bounds as a host and to help remedy this.

Posters can be purchased here: http://www.cafepress.com/mcnabbgames

1. Do not interrupt a players turn or narrative.
2. Share the spotlight- allow each player a 
    chance for their character to have their own 
    moment of glory.
3. Leave the outside world elsewhere, do not bring negativity to the table.
4. Do not tell players how they should play their character.
    TTRPGs are about players collectively storytelling not pawns 
    for your plot-line.
5. No railroading- despite how much glee you may feel while 
    attempting to vanquish players characters they 
    do not share your enthusiasm in that situation.
6. If you dont know a rule make a decision and move on
    dont waste time and break immersion just to flip through
    handbooks for 15 minutes for some obscure ruling that 
    states Tiamat can crap diamonds.
7. Implement the "yes and then" method - 
    allow players to be creative don't just 
    crush their attempts because it goes off 
    from your story.
8. No hoarding the sandbox- Allow characters to
    affect the storyline. Don't get upset because the fighter
    found a creative way to dismantle your big baddie in one 
    round
9. Ensure your puzzles make sense, if the basis of a poison trap
    is that 1+1=3 no one is going to figure that out until well after
   everyone is tired of attempting it and frustrated over it.
10. If using a homebrew setting tell players before playing, 
      nothing brings a game to a screeching halt like 4 players 
      re-rolling characters because you deemed swords don't 
      exist in your fantasy world.

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