Not at MY table

We have talked about the contract but what about how things are done?  This post will be about House Rules…Things that are done, or not done at your table…and how to deal with other people’s house rules!  In general, there are 3 kinds of house rules: Table rules, Interpretation rules, and prohibitions, which is generally a subset of Table rules.  Table rules are the rules about how things are done.  Interpretation rules are a referee or groups decision to interpret certain rules certain ways, and prohibitions are kind of the opposite of Table rules…Lets look at each one and discuss it!

Table Rules

Table rules are those rules that you use to set the tone of your game atmosphere as well as expectations in the real world.  It would be impossible to list all of the possible Table rules, but they do tend to fall into categories: Snacks, Dice, Players, and Language or manners.  Snack rules:  Who brings them? Who eats them? Food? Drinks?  Smoking could fall into the snack rules, but could be a manners category.  Dice Rules : All dice always as rolled?  What if it falls of the table?  Rolling surface?  How many bounces?  Secret dice rolls (usually the Refs purview)? Cold dice?  Refs dice are too hot?  Players:  What does the group do if a player doesn’t show?  What about when the ref burns out?  Who’s house do you play at?  How late is too late?  Manners: What sort of language is unacceptable? Smoking (see a few lines ago)? Booze?  Sanctity of a character sheet?  Dice touching?  As you can see, this list could go on quite a bit, and no one expects you to create a handout with each house rule and punishments for infractions and give it to every player…of course that is an option!  However, most of these are generally created as they come up, and are consensus among players.  Or are they?  What about when you have a new player?  Or when you get the opportunity to play in a new group?  The point of Table Rules is that before you assume anything…ask the question!  It is important to the happiness of  the table!  The biggest problem with table rules usually comes from them not being known or understood.  For instance, if you are like me and are not  a member of the dice police, you are not too hard up as to how your players roll…even if they realize, post roll, that these are the “WRONG DICE!”  and then dig out another pair and re-roll.  But if one of my players came to your table, and you are a strict dice reading table, then they would be called out, shamed and maybe even not invited back when they did it there!  And…unless you have codified all of your rules, then it won’t come up until it’s too late!  So..how do you cure it?  You don’t.  Let it happen…but let it happen once.  Inform your new player about your table rule, and forget about it!  IF they continue to violate the rule…well then feel free to heckle, ridicule, harass and even…not invite back!!!

Interpretive Rules

Interpretive rules are what most people think of when they think of “House Rules.”  These are the rules that either have become the accepted way you implement a particular rule, or are a set of rules you have established to deal with something not covered, or not covered adequately, in the base rules of the game you are playing.  In many cases, these are what makes your game YOUR game.  Rules light games often come up short in some topic that you want some detail…say dealing with a mounted combatant.  So, you come up with the required skills or rolls needed to keep the flavor but reflect the damage and danger of a person on horseback.  On the other hand, a particular game (Chivalry and Sorcery 1st edition) was at the top of the FGU end of the scale, but maybe you are not interested in rolling up to 11 different rolls to see what happens in a jousting pass, so you cut it down to just 2 or 3…

BEWARE:  AT THIS POINT YOU ARE NO LONGER PLAYING CANON!!!!

So?  well, nothing really…just be aware that some people get upset if you play their game rules, but change some of them…oh, and a new player will not know that you are not playing according to published rules.  (and remember that in tournament play, canon is pretty much expected!) It is definitely important to get rules that you like and fit your, as ref, style as well as those of your players.  It is also important that if you change the way something works in your universe everyone is aware of it.  If a player comes to rely on a previous ruling that allowed him to create an ice bridge with his ray of cold spell, and then you decide it is too powerful, make sure the player knows that!  You can metagame it however you want…magic has moved into a lower power cycle…the salinity of the water prevents it…the sea god has become angry so bent the universe to keep it from happening…whatever…but DON’T take things way from players, particularly for balance reasons, without telling the player that it will never work again!  And in that case i heartily recommend a discussion with your players rather than just make an arbitrary ruling. Note that this should not prevent you from making quick and arbitrary decisions….but keep in mind the suspension of disbelief (yes…another post!).  Interpretive rules can be very important and make game play smoother and more fun for you and your group.  However, if you have basically rewritten the rule book, maybe you should look into getting your game published!  Because it is occasionally important to how a player plays their character, it is a good idea to have a list, or near complete list, to cut down on potential rules debates, and maybe turn a new player to your way of thinking.

I do want to bring up one more interpretational rule situation that is a little more abstract: Setting rules…These do not come up as often as they used to, at least not in my experience.  If you are playing “GFW” (Generic Fantasy World) using a known fantasy or generic rule set, you have already made several decision about your setting.  How much role do the gods have? How common are magic items?  What about magic users?  Does everyone speak a “Common” tongue, or does everyone need to speak several languages to get by?  Well, now you have invited a friend into your game who happens to have a character equivalent to your other players.  Great!  It’ll be easy and great fun, as you’ve each heard how much fun the other is at the game table. But her character doesn’t fit the setting rules you have created…can it be converted?  Her character is goblin ninja who speaks goblin and the common.  Your setting has no ninja, and goblins are rare and despised.  She has a knife that can magically change color as her only magic item.  All of your other characters have at least 4 magic items with fairly potent enchantments and they all speak at least 5 languages as only 2 of them have a common tongue between them…These situations used to arise fairly regularly and then, to play in your friends world your character had to be completely remade and gain(or lose) several items that were central to who they are.  The only way to get by something like this: Compromise.  And, unfortunately, when adding one player to a group of 4 other players…the minority usually looses.  One way I dealt with this almost exact situation:  each player picked the changes needed.  I would allow the new player to choose whether to go first or last and then go around asking what will you change?  Each person could change a particular character, a setting rule (with gm approval), or change their own character.  Yes, this caused the new player to get changed significantly, but it also allowed them the chance to alter things in their players favor.  (If I remember, I gave the new player two vetoes and each other player one…)

Prohibitions

Prohibitions are things that are just not tolerated.  In many cases these are like table rules, but they are don’t cross lines. Smoking and alcohol often fall into this category, for instance. Never touch someone else’s dice…never ridicule a player for their character…Never bring guacamole…  Whatever they are, every table has one or two, and some have several.  It is imperative that every player know what these are.  These are the most deadly sins at your table, but fortunately they are rarely very many, so make sure any new player knows them!

By following these relatively simple guidelines on your house rules, your table will be a much smoother place to play, and this will lead to much better game!

Happy gaming!  And I mean it…No guacamole!

🙂

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2 thoughts on “Not at MY table

  1. hanskoenig says:

    Something I can add to this is taht if you make house rules taht change the system, perhaps keep tabs of them. Email everyone copies of the new information or the new ways of doing this. Anything to help remember the rules you change. If i had followed this peice of advice my current group, when we returned to our pathfinder game after along break, would not have argued about how our house rules worked for several things. Although we came out on top by deciding to just go by the book, word for word, this could have killed the campaign in its home stretch…

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