Code of Conduct

You might be surprised how often these games can get bogged down by heated arguments or incessant rules-lawyering. It’s my belief that laying down some ground rules can do a lot to help make a campaign truly enjoyable. I’m not going to make you sign a contract or anything, but at least read the guidelines and let them sink into your psyche a bit.

  1. Be respectful.
    Your character might be the biggest jerk in the universe, or you might not agree with someone’s playstyle, but that never gives you the right to be rude to your DM or other players.
  2. Be flexible.
    I can guarantee you that not everything is going to go as you plan. Characters die. Villages burn. You might not get that one item that will make your build “perfect”. Everything going the way you want it is not what makes the game fun or memorable. The true key to a good game (and life!) is “rolling with it”. Just like good stage improvisation, you’ve got to take everything that is thrown at you and say, “Yes. That happened! And here’s what happens next!” Shutting down the DM or another player has a negative effect on the flow of the game. As the DM, I always try to say yes to the players unless it really, truly messes with game balance or the narrative. So meet me halfway. Say yes!
  3. Be engaged.
    Some players tend to hog the limelight, while others tend to sit quietly until called upon. My personal goal as the DM is to have everyone involved. Maybe not equally, but enough to have them feel like they are an essential part of the game. With that in mind, outside of “initiative situations”, I like to do a round-robin style of play. I will literally go around the table asking each player what they would like to do in a given situation. If you would like to pass your turn or politely ask to go before other players, feel free.
  4. Use time wisely.
    We have less than 4 hours to get a satisfying play experience in each week. Go ahead and ask clarifying questions about the rules, but we cannot afford to spend 30 minutes debating how ship-to-ship combat or ballroom dancing works. I will make rulings, and I ask you to accept them. If you have grievances or more questions, talk to me. AFTER the session (or online).
  5. Do not hinder other players.
    Nothing is as uniquely frustrating as wanting to play your character a certain way, only to have someone pull the rug out from under you. With that in mind, unless you have permission from the DM or player in question, do not attack, restrain, or otherwise obstruct the efforts of someone’s character.
  6. Chill out or peace out.
    In the end, it’s a game! Have fun! Chill out! Roll with it! If you’re not having fun, tell me why, and we can see how to improve your experience. If we can’t reach an agreement, then we’ll just have to part ways. No hard feelings.

Code of Conduct

Lost Sun of Eldfall Kurishae