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Expectations and Norms.

Posted by Dungeon MasterFor group 0
Dungeon Master
GM, 1 post
Sat 19 Jun 2021
at 21:53
  • msg #1

Expectations and Norms

This is a collection of norms and expectations that I find ensure the enjoyment for everyone in the game and also helps to keep things moving.  I will be adding to and editing these as experience warrants.

Posting Rate:  I expect a posting rate of at least 2-3 times per player per week of IC material, with GM posts interspersed when necessary to keep the game moving and answer questions.  There will always be days where there are more posts than at other times, and there will be times where real life will get in the way and delay posts by a day or so.  This is all normal and expected, and I will not force speed.  I want this game to go at a nice, easy pace, so that nobody feels overwhelmed by needing to post.  My own personal situation may cause delays with updates, etc. and so I am an understanding soul.  With that said, however, there will be times where speed is necessary (such as in combat) and I do reserve the right to either NPC a character or eject a player from the game should multiple, extended absences occur without notification.  Above all, don't rely on me or someone else to keep things moving.  If the game seems stalled, post something, even if it is an OOC prompt to move to the next scene.

Writing and Style: I do not expect everyone to be a literary master, but I do expect more than a one-line response of spoken text in each post.  Every post, even a simple “yes” answer should be accompanied by more describing stance, expression, emotion, or even something of the thought behind it.  In short, there are few pictures here, you need to show what is being done and said with words.  In addition, please proof-read before posting as a courtesy to your fellows and use a spell-checker and proper grammar.  On the other side of the spectrum, we are all busy and if every post is a novella the principle of “the longer it is, the less I will read” will start to kick in.  Keep it to the point and entertaining.

Proactive Involvement:  I expect from the players and their characters a certain level of interested involvement.  That means not simply reacting to events as they unfold, but actively investigating leads, clues, and hints: your character should be motivated to act, and to act as part of a group.  Discussion in-character of such leads, of possible options, and plans of action are important for character development and to move the story along.  I encourage scenes where the characters are merely interacting with each other and NPCs to give opportunity to dig into their personalities.  There will also be action scenes, in some cases initiated or avoided by the characters based on their decisions.  Many of my games have creeping horror elements, adult situations, and moral quandaries.  But foremost, the campaign is about player-heroes; neither I nor the campaign deals with hostile loners, apathetic brooders, psychotic serial killers, or other characters that must be coaxed into engaging with the world and cooperating with the rest of the group.

Rule of Agency:  Observe proper etiquette.  It is bad form to remove another player’s agency from their own character; to perform an action on/against another player's character without that player having a chance to react. For example, Red’s player can't simply write that he picks up Mary and carries her into the building over his shoulder. Mary’s player would have to agree or have a chance to avoid Red's grasp.  Likewise, with NPCs; they have agency in matters that affect them.

Other Notes:

- Expect your actions to have consequences.  Don't be stupid.  Play smart.  If I give you lots of hints that opening the Red Box will be bad, don't open the box and expect to live.

- I'm a storyteller and would like to follow the rule of cool.  If it is cool, cinematic and epic, screw the rules - I'll probably allow it.  If you disagree with me, I expect a respectful appeal, preferably in private text or message.  But rule of cool is not silly, this is not comedy game, though light-hearted scenes and situations are fine.

- Unless I tell you otherwise assume you can play with the scenery to help craft the story.  But don’t go nuts making up unverified (by me) facts that have an impact on the plot or story.  You can always ask via private message if you can add something.

- There will be no PvP in this game.  Don’t argue with me that it would be in-character for your character to attack another PC.  If that is the case, you and your character were selected for the game in error.  Arm wrestling does not count as PvP.  I will consider well-played, properly considered and appropriate duels.  The norms and procedures must be followed and among PCs duels are to first blood.

- For me as the DM, telling good stories, having compelling NPCs and seeing things come together is how I have fun.  I don't go through all of this trouble to have the players ignore the story, kill all of the NPCs and run off in random directions.

- This game is rated, Mature, not adult.  Blood, gore, vilence, adult situations, sexual topics, are all fine, but actual sex or other such 'action' will fade to black at the appropriate moment.

When submitting a RTJ to this game, please include an acknowledgement that you have read and understood the above.

Thank you
This message was last edited by the GM at 22:13, Sat 19 June 2021.
Dungeon Master
GM, 8 posts
Sun 4 Jul 2021
at 15:35
  • msg #2

Expectations and Norms

This is a reply to one of the RTJs that I thought would be good for all players to know:


I plan for a sand-boxy style of play.  I'll throw prompts out for potential adventures and the players can follow them.  I prefer not going off on an unplanned adventure.  What I mean by that is if the PCs want to do something then let's discuss and give me time to work out an adventure around it, rather than making stuff up as you go along and expecting me as DM to roll with it on the fly.

Example:  I lay out prompts for two possible adventures (rumor of an evil temple and a treasure map to a forgotten tomb.)  The players ignore them both and decide to start a gang war with the local thieves' guild.  Not saying that third option is a bad one, but I'm not ready for it.  So best to discuss openly what you guys are after (both IC and OOC) and then I can plan for it.

There will not be any gunpowder weapons.  There is an Empire akin to Byzantium, various European style principalities like in the early Holy Roman Empire, many kingdoms in and around Persian and Mongol empires, etc.  All the empires are weak such that local satraps and barons have a lot of sway.  Because of the mysterious and ancient civilizations there are some things (magic items, etc) that exceed the modern capabilities of any nation.

I'm aiming for the feel of the Conan stories, where magic has a price morally and spiritually, there are Things We Are Not Meant To Know out there: evil gods and demons, ancient and perverse intelligences, etc. none of which will dominate the game, certainly not at lower levels, but may drive Forbidden Knowledge for any magic using types.

Magic is inherently corrupt in this world.  It is fine if you want to be a magic-user, just know (and embrace) that for story purposes there will always be a price commensurate to the power used.  I haven't figured out mechanically how to exact that price, but we can work it out.
This message was last edited by the GM at 14:49, Mon 05 July 2021.
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