Post by Head Moderator on Dec 17, 2013 0:25:25 GMT -5
Guidelines & Rules
"The lesson is that if you water down the rules too much,
then it's better not to have a directive than to have one.”
"The lesson is that if you water down the rules too much,
then it's better not to have a directive than to have one.”
This is just the quick down and dirty, so that all of us, as a whole understand what is expected. This covers rules for the DM, The Player, PSL's, Missions and Quests. They admittedly are blunt, but too much embellishment can lead to misunderstanding.
To The Player
DM Has Final Say: You may question a ruling or something during an event. Ask the DM for clarification on what happened. Nobody is perfect, we've all made mistakes and we all sometimes need to be corrected. Though in the end if the DM and the player cannot find the solution, the end result lays upon the DM's shoulders. The matter is OVER. At the END of the event, contact the Moderator in charge of said issue and seek out further clarification.
True To Thyself: You created a wonderful and original character. You gave them a history, a core set of beliefs, a code, feelings, emotions, thoughts, you gave them life. NEVER take that away from them. Always have them react/respond as THEY would. Not what you think is expected or wanted by the group. Basically, if you're character is an ass, they are an ass. If they are naive, they are naive. If they are.....you get the point.
One Of The Pack: If you are on a solo mission, then yes, you are the lone wolf. Though if you are within a group, act as such. You are all a team, even in temporarily, and were sent out to act as such. Try not to linger always in the back of the pack doing as little as possible. Join in, help the others, be part of the team.
Share And Share Alike: If you know something, heard something, translated something, figured something out......share it. Only you know it. The others might very well care to know what it was that rune warning said, or where the trap is, or exactly what weapon needs to be harnessed against the massive monster looming just before your group.
Don't Horde: Rare as it may be, it still happens. Do not try to collect every single piece of loot in an event. Everyone should get equal shares. If, however, everyone is clearly moving on and nobody grabbed something, then sure, go ahead and snatch it up. At the end, when loot is rolled for and divvied out, be thankful you got some, don't whine over what others got and what you did not. Always check with the DM before you claim every single piece of loot, because that may be the loot that is meant for the group at the end.
Consequences Will Happen: Pretty clear now. You do something you shouldn't, it'll come back and bite you in the hindparts. Hell, it might even happen right there on the spot. A wise man once said, "What goes around, comes around".
Theme & Role: Before you, as a player, jump to the conclusion that every quest is made with one player in mind, please step back. Take a look at the story, or the string of story you have jumped in on. Perhaps it may seem one way, when it is not. The theme may perhaps cast a light in a certain direction, that some characters are more apt to stand within. This does not mean that the DM wishes to only shine down upon one player, but that the theme of said events lean one way. So before you accuse you must assess.
Outside In The Rain: Some DM's like to get a "Hey, I'll be there" before they run their events. Some just go by the "Who shows, goes" principle. Each DM tends to vary, though all DM's eventually see a pattern. If people never respond to invites or join in, this often leads to the DM feeling discouraged and the result is they may stop trying to contact said person. Life does happen, and it comes first. These are unarguable facts. If for one reason or another, you've fallen off, think back before you assume a DM has something against you. Perhaps it's nothing more than a miscommunication. Also, keep in mind AOL acts in unpredictable ways. Buddy Lists constantly flicker, people appear ghosting that aren't, people appear on that aren't and any number of things. If you are on, and know an event is about to take place, don't contact everyone else wondering what's up. Go right to the root. The DM. Simple and easy.
To The DM
Without Them, There Is No You: You have earned the title and right to be a DM, a crafter of story, a worker of imagination, a driving force in our game. You have earned a measure of respect. Though always remember that you are still just a cog in the great machine. A cog, that without the others, will not function. The players are there to play on your ideas, but they are in the end even more important than we as DM's are. For without them, our role is useless. So please, respect the players and don't just steamroll over them under the guise that you are the DM.
Don't Assume: You are the DM, the single ruling body in your event. You are also human. Humans are prone to mistakes. There may be times when you make a ruling or call that a player questions. Keep in mind that as a DM you are expected to know quite a bit of things (Checks, Skills, Combat, etc.) but it is highly difficult to know absolutely everything. While players have the good graces only to have to know ONE thing, their character. They may know the correct use of something they have, or something they did. So please, take a moment and double check, don't railroad them and say "I'm the DM" or "Let's just get moving". We understand that an event is a group thing, and we wish to keep the ball rolling, but everyone deserves their chance.
Center Stage, Everyone: Adventures are the chances for EVERYONE to show off their character. This is the place where they can show what their character's potential is and what they have worked so hard for. Try to allow for all of them to hold the limelight. Try to allow for each one to be the center of attention. It is known that some characters, when they see the spotlight, will do their best to avoid it. Others, rush to it. Try to design things that are open and allow for any to take it, or share it, happen. Try not to continuously write things that cast one person as the leading role. It has the potential to lead to other players feeling chafed and unneeded.
The Challenge: Nothing should be just a "Give-Me" in the game. nothing should ever be a simple walk through the park. These adventures you make, you design them to test players, to allow them the glory of showing off their characters. Don't rob them of it by making things too easy. Players design their characters, they give them skills, buy them arms and equipment, all to be tested, tried, pressed. Give them what both you and they deserve.
It Might Be You: If certain things continually happen on your events, don't always blame the players. Once is an accident, twice a coincidence, three times a pattern. Take a step back and look at what happened and what lead up to it. Did you unknowingly align circumstances to let this happen? Did you throw fuel on the fire? Have you let things like this happen before? Maybe you as the DM need to take another moment in the planning phase and double check to be sure you don't afford the opportunity to let said circumstance pop up once again.
Let 'Em Run: As a DM you spend a great deal of time designing and throwing your event. That is (hopefully) not only known but respected. With that said, the underlying purpose of an event is to enrich and deepen the characters within. If during one of your events, something happens that makes the characters interact in ways you did not expect, give them a little time. Let the characters do what they will. Do not steal from them this chance to be what they are. As frustrating as it is that they have veered, they are the reason you are here, let them go. If things seem to just draw on and on and nothing happens, tell them "Act or don't" and press on with your event.
Not Every Rainbow Has A Pot Of Gold: By NO MEANS do you have to have awesome loot or amazing gifts or even reputation at the end of your events. Sometimes the only reward for doing an event, was knowing that you did it and come out alive. Do not feel pressured or forced to have anything at the end of the event beside the basic payments listed on the site here.
Don't Feel Burdened: There are a few people in this game with the DM registration, with more trying. Do not feel pressured into having to throw something. This is a game. This is for fun. Just because you have always done something on this day, or done this thing, does not mean you are not allotted a day to yourself or some time off. there are numerous days in the week that are filled with events of all kinds. There is also an unlimited amount of time for players to open rooms themselves and do something without the need of a DM registration. If you feel burdened, or run down, or just need time off, ask another DM to take your day. If none can, then the day just becomes free. It is not your responsibility to ALWAYS have something to do. Sometimes, the players, need to do for themselves.