Post by EEN on May 30, 2005 22:17:41 GMT -5
There have been many questions lately so let me lay down some basic guide lines of fair play that have always helped me keep RPG's running smoothly.
1. Unless otherwise stated you should assume a thread is private and ask permission before entering.
2. Usually the person who starts an adventure is the one GMing an adventure and there for the only person who should normally play NPC's and is in charge of the story.
3. Player run there characters, and you should feel free to do just about anything with your characters save for a few exceptions.
A. No Power Gaming: Declaring the results of your actions
B. Build your character up slowly. I'll tell you from experience no one like it when someone comes in with a new character who is an ultrasajin fighter and kills everyone and everything. Let your characters take hits, make mistakes, have flaws, for these are the more interesting characters and the more fun games. If your character is totally infallible people will not want to play with you long.
4. Remeber you are all there to tell a story together. A good GM shouldn't tell a character they can't do something their character should reasonably be able to do just because he didn't plan for it, and players should try and be considerate of the story.
5. If your not sure just ask before you do something, it almost always works out better to just wait another day rather then ticking someone off.
6. Have fun & if something isn't fun just tell the person and try and compromise. Find what works for you, if two people or more what to tell a story together rather then take the normal player GM positions this is fine but make sure everyone is on the same page working together.
7. Remember a GM is telling the story where as players are interacting with the story. Unless you get permission it is rude to introduce new characters or events in someone else’s story. Just because you have a really cool idea for a sword that Menu mention in issue XXX doesn’t mean it is going to fit into someone else’s story, but if you ask they might well be will to either work it in or let you run that part of the story.
8. Don't declair actions for another person's character. That would be like moving someone else's piece in a board game, it just defeats the purpose of playing with another person if you are going to play both sides.
1. Unless otherwise stated you should assume a thread is private and ask permission before entering.
2. Usually the person who starts an adventure is the one GMing an adventure and there for the only person who should normally play NPC's and is in charge of the story.
3. Player run there characters, and you should feel free to do just about anything with your characters save for a few exceptions.
A. No Power Gaming: Declaring the results of your actions
B. Build your character up slowly. I'll tell you from experience no one like it when someone comes in with a new character who is an ultrasajin fighter and kills everyone and everything. Let your characters take hits, make mistakes, have flaws, for these are the more interesting characters and the more fun games. If your character is totally infallible people will not want to play with you long.
4. Remeber you are all there to tell a story together. A good GM shouldn't tell a character they can't do something their character should reasonably be able to do just because he didn't plan for it, and players should try and be considerate of the story.
5. If your not sure just ask before you do something, it almost always works out better to just wait another day rather then ticking someone off.
6. Have fun & if something isn't fun just tell the person and try and compromise. Find what works for you, if two people or more what to tell a story together rather then take the normal player GM positions this is fine but make sure everyone is on the same page working together.
7. Remember a GM is telling the story where as players are interacting with the story. Unless you get permission it is rude to introduce new characters or events in someone else’s story. Just because you have a really cool idea for a sword that Menu mention in issue XXX doesn’t mean it is going to fit into someone else’s story, but if you ask they might well be will to either work it in or let you run that part of the story.
8. Don't declair actions for another person's character. That would be like moving someone else's piece in a board game, it just defeats the purpose of playing with another person if you are going to play both sides.