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Dungeon Etiquette, 101 - 5 Core Lessons

27/3/2019

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So, here’s the deal, guys and gals:
I have never, in all my time roleplaying, seen such enthusiastic fervor for Dungeons & Dragons.  Late-end Baby Boomers and Generation X’ers are coming back to the game in droves. Millennials are discovering the game for the first time, and in many cases, since 5th Edition is the first edition of the game that they’ve played, they’re becoming masters of the rules and living archives of spell duration and effect, creature difficulty and Hit Dice, and the ins and outs of class sub-specialty versus bi-classed characters… and somewhere, in the middle, there are some pretty awesome groups playing games every week with all of the diversity in culture, sex and background that anyone could possibly want.  Husbands are finally playing Dungeons & Dragons with wives, Fathers and mothers with sons and daughters, and the internet has made players and Dungeon Masters in one-horse towns in Nevada or snowed-in hinterlands in Michigan reachable via Skype, Facebook Messenger, and Discord; reachable by players and Dungeon Masters in Glasgow, or the UAE, or a military duty station in Bahrain.

The games are out there.  Finding a great group is a wonderful thing.  It can be done, and now, it can be done more easily than ever. However, there are a few things to keep in mind for players both new and old coming back to Dungeons & Dragons or who are discovering the game for the first time.

1) Be On Time
We have a saying in the military; if you’re not fifteen minutes early getting to where you’re supposed to be, then you’re late.  Don’t be late to game night. At least, don’t be late to game night without calling, texting or sending out an email to let everyone know that you’re going to be late or that you’ve run into something that will keep you from attending the game altogether.  There are any number of avenues with which the absence of a player can be handled, and ultimately, it’s up to the DM. However, it is polite to let your fellow players and DM know well in advance of the start time for a game session if you’re going to be late or if you won’t be attending.

I’ve also had DMs no call/no show on an entire assembled gaming group who are waiting for him or her.  As a matter of fact, that is exactly how I began running the campaign that I am running now. This is a little more detrimental to an assembled group, and in all honesty, a lot harder to recover from.  If you’re lucky, you’ll have another member of your group that is able to pick up the ball that the absent DM dropped. If not, you’re just hanging around when you could probably be doing something more constructive with your time.

My suggestion would be to obtain phone numbers and email addresses on the very first night that the group assembles, even before character creation.  Use these tools to communicate with one another. I use my players’ emails to handle down-time/long rest activity in between sessions, and I have made it absolutely clear to my players that not communicating an absence is something I’ll only let happen twice, and on the second time, I’ll ask them to leave the group due to the overall lack of respect that they’ve shown myself and the other players.

2) Do Not Ever Argue Rules With A Dungeon Master
There are five separate editions of Dungeons & Dragons.  For each of those separate editions, there are some similarities, to be certain, but by and large, those similarities are the minority.  If the similarities weren’t the minority, there would be no purpose in creating a whole new edition of the game. So, this being the case, when you understand what edition of the game you’ll be playing and you agree to it, do not argue rules systems, die rolls, or results with the DM.

Not only is it rude, it’s distracting and it takes the wind out of the room for the other players at the table.
If something has been done to one of your characters that you simply cannot abide, that you cannot just roll your dice and say “Wow.  

That’s not what I wanted,” then finish the session, and contact the Dungeon Master the next day advising him or her that you won’t be returning to the game.  If it’s THAT BAD, don’t go back… but do not ever argue rules, rolls, or reactions with a DM.

In my opinion, and having it done to me more recently than I would like, I would even go so far as to state that this is a violation of a cardinal rule of Dungeons & Dragons regardless of edition.

There are people who serve as living, breathing rulebooks.  They have read every book, memorized every spell, know every single stat for every single monster.  Ever. I cut my teeth on Dungeons & Dragons playing with one of these people. He was one of my best friends throughout my school years.  It was his hobby not just to play the game, but to memorize every aspect of the game and, sadly, to use every single bit of knowledge he possessed to argue for it all to weigh in towards his character’s advantage, more often than not.

But here’s the catch: For every Dungeon Lawyer, there is a DM out there who can shatter their perception of the game’s ironclad rules system, which to be completely honest, has never been very ironclad at all.  The rules are a guideline to maintain order within the game and to address systems that a DM might not have an immediate answer for. The true game of any roleplaying game is the story being told that stars all the players’ characters at the table as protagonists.

Don’t argue.  Again… walk away.  Don’t waste time trying to prove how you’re right and the DM is wrong.  It will serve no purpose other than to make you look petulant, make your fellow players resent you, and make your DM think about the best, most artistic way to eliminate your character from the game.

3) Let Your Talents Shine
If you can draw maps, and you’re good at it, then let your DM and players know.  If you’re talented/skilled at painting miniatures, then let your DM and players know.  If you’re an above average artist, and you want to play around with sketches of fellow players’ characters, don’t hide it.  Let them know.

I have a Cleric in my current group who is a fantastic artist.  She does character sketches and draws scenes of what’s going on in the game for characters who might be the “star” of that scene.  I have a Fighter who is one of the best mini painters I’ve ever sat at a non-Warhammer 40K table with who paints all my miniatures for NPCs that I purchase.  What do I do to show them that they’re appreciated? “What’s your favorite chip? Soda? Pizza’s on me, too.”

These people are valued not only for their participation in my game, but also for the talents that they bring – literally – to the table when they show up for a session.  Don’t hide these things from anyone, and don’t ever think that someone’s going to criticize you for doodling or sketching while you’re playing. Show your gaming group what you’re good at, and I can practically guarantee that they’ll find a way to compensate you for including them in it.  Even if it’s free pizza, soda and chips on game night.

4) Share Your Books
Dungeons & Dragons books are like textbooks; they’re very expensive.  They’re worth every penny, but they’re expensive. My advice to anyone who spends the money on books is to put their name in it, but also be prepared to share them.  Not all your fellow players have the same resources available to them as you do. Just like in the game, some characters will be more well off than others. Don’t hesitate to let someone look through your Player’s Handbook for something they’re not sure about, or better yet, if you do understand it better than them, show them in the book where it is, mark down the page for them, and take the time to explain how it works to them.  

Why the list of page numbers?  One of our players hit a financial rough patch not too long ago, and the last thing he was able to do was purchase a Player’s Handbook.  For his birthday, we decided to all kick in our pizza money one session to gather up enough cash to buy him a Player’s Handbook and a nice set of dice.  Since he’d been writing down all the rules questions he’d had when he referenced other players’ books, he had a list of bookmarkable pages for his own book when Amazon shipped it to him two days later.
Sometimes, stuff like this can be one of those random acts of awesomeness that cements a gaming group together for years.
Don’t let people abuse your books, but don’t ever hesitate to share if they don’t own physical copies like you do.
Now, if you've been allowed to share a book by an owner, treat that book like a true treasure. Do not lick your fingers as you turn the pages. Do not dog ear pages. Mind how you treat the binding. Don't ever set a drink on a book. Treat that book as though it were the only copy of the book in existence.

Don't ever take someone's generosity or property for granted.


5) Be Excellent to One Another
I don’t care what your relationship is to your DM or to other players at your table, don’t be an ass.  I don’t care if you’ve been my friend for ten years and you’ve been playing Dungeons & Dragons for twenty, don’t be an ass.  Odds are you’re going to be playing with people who have not been playing for as long as you have. They deserve as good an experience with their discovery of the game as you do.  Keep your nonsensical behavior of your character in check. Do not disrupt the entirety of the game with ridiculousness unless the DM has set the stage for ridiculousness to ensue.  Do not talk over younger or newer players, and do not make decisions for younger players or newer players..
It’s the wrong thing to do, and deep down inside – game or not – you know it’s the wrong thing to do.
Let the younger and newer players have the opportunity to move past their anxiety at playing and their reservations with meeting new people and discover their own voice.
Just like you did the first few times you played Dungeons & Dragons.

Respect the DM who is trying to create and weave worlds of wonder around all of you for the time you have together.  Spend that time together laughing, adventuring and escaping… but don’t make game night all about you, because it isn’t all about you.
It’s about the table.  Remember that.

Shannon W. Hennessy is a professional nurse, a long-time role player, a freelancer and a contributor to the Storytellers Vault. In his spare time, he writes, parents four children, and hunts the occasional dragon. He can be reached at shennessy@gmail.com
​

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