As a general rule I would prefer if players refrained from making posts in the player thread that are not constructive or do not add to the game. I say this to encourage more character development in the players and keep the game moving.
For more colorful game play the players should take time to imagine the scene they are in and exactly what their characters would do in that situation. For example explain in your text what is motivating your character to respond or act in a certain way. Perhaps describe a facial expression your character is making or particular body language they are giving off. Things of this sort will not only help game play but also, in my opinion, make the game more fun for everyone involved.
This is not a requirement for posting so please do not feel every time you post you have to describe in detail everything you are doing or thinking. Rather this is an ideal way of posting that should be used to give other players and the GM something to play off of.
I am referring to posts that are not related to the actual scene that is being played out. Or more importantly posts that don't reflect a desire and or action of the character that is being played.
For example in the Party Leader thread one only posts the definite actions of the characters. Not all the, ooc mumbo jumbo that the GM does not need to know. In the Game thread the GM only posts descriptions of what is happening in the game in relation to the PC's. So in this spirit the Player thread should only have posts that pertain to the task at hand.
OOC is a fine tool but, if one is typing in OOC to ask why hasn't so and so posted yet, or discussing a technical issue about the game. Questions of this kind would be better posted in the Questions and Support thread.
Ahead are the quotes from book, and my opinions on them. Also these guidelines ideally would be followed by myself and players when possible. If any players have suggestions or opinions on rules feel free to post them in this thread.
- ALL QUOTES FROM 4TH ED DMG - PG 32 -
The only thing I might caution you on Oliron is that looks so much like what I've done, to various responses from players over the years. I read up a lot on other RPG related sites, theory, GMing, system mechanics, writing, game design, etc. And so when I start a game, I tend to drop this chest of "heavy" info on players, which can intimidate or even downright repulse them, offering "insight" into GM-Player Social Contract and such. Some take to it, some feel like it's a lot "for a simple game", so just make sure you don't go too wild with it.
Taken from various sites and posters and developed into my (and most of my groups') personal agenda, for GM and Player, is:
Rule #0. No roleplaying is better than bad roleplaying. If you aren't enjoying it, or in fact are resenting it in some way, excuse yourself from it - it's just a game and it's better to remove yourself from an entertainment situation that makes you feel bad, than endure it - you can always discuss it out of game and maybe approach it again later.
Rule #1. Be clear. Be clear in what you want, and what you say, and be clear in what you are hearing from others - don't just make sure someone else knows what you've said, make sure you know what they've said too.
Rule #2. Trust is sacred. Trust the GM and other players to do right by you, to not take unfair advantage of you, cheat, etc., and make sure you are worthy of that same trust, instead of suspicion.
Rule #3. Be proactive. You want to game, but the character you came up with is a rebellious loner, and you're waiting for the GM or other players to adapt to him? You're doing it wrong. YOU are responsible for giving reason for your character to be and stay involved in the adventure, anything else past that by the GM is just delicious icing. If you play a loner, give him some aspect that keeps his humanity intact, maybe he longs to be with others but constant rejection or tragedy has left him distant and afraid of getting close.
Rule #4. Have fun, and be responsible for others being able to have fun. Enjoy the limelight, be the hero, make the bold proclamations, thump the bad guys - and encourage and let the other players do the same - and this INCLUDES the GM - he's a player too. Learn to cooperate and compromise with players and GM so everyone can have fun playing their characters, without interfering in someone else's fun. Unless otherwise indicated, remember, you're roleplaying a HERO!
Rule #5. Make an awesome movie! A specific focus and optional outlook on Rule #2., the adventure and plot is the Movie Script, the GM is the Director and Producer (and maybe Writer and all other production staff), and the players are the Actors. The only difference in an RPG is that the Actors have a good idea of the starting basics of the Script, but are expected to improvise their characters' roles, with feedback and further info from the Director, who knows how the Script is most likely to conclude, but also doesn't have foreknowledge of exactly how it's going to get there. Unless they actively avoid it, let all the players be CO-STARS, not Supporting Actors or Extras.
Lastly, I believe the Prima Donna and the Out-of-Control player (as well as any others), as well as crazy GMs, should all be subject to the same "law" that is listed alone for the Prima Donna: "Away from the game, point out that the player's behavior is spoiling the fun for everyone else and ask him to tone it down, or if necessary, ask the player to leave the group." Don't use meta-game mechanics like throwing a killer monster or critical hit at a problem player, if you wouldn't have normally done that to another player - that is passive-aggressive and only escalates tension and conflict.
Edited: JPatt on 14th Mar, 2010 - 9:07am
I don't want players to be scared off by the rules stated. Rather they are guidelines I aspire follow, and encourage the players too as well. Please, do not be shy about posting your thoughts or feelings. As long as it is done respectfully there will be no problem.
Most of all I want to have fun with this, as it is a game. At times while we are escaping the mundane world and releasing tension threw gaming, issues will arise.
Players are not bound to follow a particular path. There is more than enough material written for the players to choose whatever course of action that suits them. The campaign is not locked in one action or another, though as time passes in game so do the forces advance in game.
Meaning if a rouge band of barbarians are left unchecked, in exchange for another path. The barbarians will most likely continue to grow in strength. Which may or may not affect the PC's later.
I would like to encourage players to choose what course of they think best. Just because an NPC gives a bit of information that leans towards one route, does not mean that is the course the PC's must take. Different NPC's may have different information for the players.