3-2-1 Contract

Cont[r]act is secret; is the moment when everything happens!
Cont[r]act is the answer; is the reason that everything happens!
Cont[r]act! Let’s make cont[r]act!

–from the 3-2-1 Contact theme song, butchered by yours truly

No, that is not a typo in the post title. This is a post about contract and not contact; I was just trying to be clever and reference an 80s educational show. Don’t judge me or my cleverness (or lack thereof) and please don’t ask how long it took me to come up with this title bit or how many bits I tossed before using this one.

Oh right, the post. So this post is about contracts…specifically the social contract that is implicit at any gaming table BUT should probably be explicit. It is essentially the baseline agreement between all of the players (DM included) for how a game is going to be run, be it a one-shot, a short campaign, or a long term campaign. It also provides an expectation for how the players and their characters will all behave towards each other during the game.

This notion of a social contract in an RPG has been discussed by LOTS of people. Here’s a nice (and relatively brief) discussion from RPG Museum: Social Contract. However, it is a very important topic. If players (including the DM) are not largely on the same page as to the social contract, it can lead to disruptions in play, hard feelings among players, or even players leaving a group. So I’d like to lay out some of the core elements of the typical social contract in an FRG game, using some of the elements identified in the discussion linked just above…below the break of course.

Let’s get started. If there is anything that I do not cover below and you’d like an answer, please let me know.

  • What game is being played and what is the tone or genre of the game?
    The game system may vary but will be communicated up front. Currently, it is most likely to be 5th Edition Dungeons & Dragons. The tone or genre is typically heroic fantasy. The player characters are expected to be the heroes in the campaign and your character’s alignment should rhyme with wood.
  • How will players agree on what happens in the game?
    Preferably, players will come to a consensus on what to do when they are presented with multiple options. If there is a disagreement, everyone will have an opportunity to express their opinion and then we’ll simply take a vote with the majority being the choice taken. There should be NO “told you so” or the like afterwards.
  • How cohesive should the player characters be in a party?
    The PCs should be a team and one where they can trust each other with their lives. Similarly, the players should work together as a group. Conflicts among the player characters should be pretty minimal or just for show. Conflicts among the players are not acceptable. Cheating, stealing from, or harming other player characters should not occur without okaying it with another player first. Hiding what your character is doing from other players or actively working against the other players should not occur without okaying it first. D&D is a group activity, a collaborative story, and acting as an individual is typically counter (if not outright disruptive) to that.
  • Do the players play to win?
    Not in the traditional competitive sense but yes. Winning is not amassing the most kills or the most treasure or beating the other player characters or anything along those lines. Winning is simply when everyone has a good time and everyone is expected to contribute to that. From that perspective, yes, you are definitely playing to win.
  • What is the role of the GM (aka me)?
    This could be a lot to unpack but, in a nutshell, it is to facilitate the players winning (as defined above). This includes, but is not limited to, the following:
    • Provide interesting and engaging challenges to the players and their characters.
    • Present relevant information and descriptions of what the characters are encountering and experiencing in the game. This includes providing the players information that their characters may know but the player may not know or recall.
    • Facilitate decision making by the players. Help to identify the decisions in front of the players and the information that they have on hand to make the decision.
    • Be as consistent and as fair as possible when making a ruling during play. If a rule is unclear or will take time away from play to determine, I will make a ruling and then revisit it after the session. I’ll then communicate how we will handle it going forward in game (hopefully, not in the form of some long-winded post here on the website).
  • Will the DM “fudge” dice rolls (i.e., change a roll)?
    No. It is very unlikely that I will ever fudge a roll. The only time I think that I might would be to prevent the outright death of a player character due to nothing more than the randomness of the dice. Even then, I’ll likely offer the player the opportunity for input on whether or not they want me to fudge the roll.
  • What is the role of the players?
    To engage and interact with the world being presented by the DM. Players drive the game forward through their interactions.
  • Are the players and the DM competing?
    Absolutely not…even thought it may appear that way at times. The DM plays the various NPCS and monsters that the PCs encounter but it is not in an antagonistic or competitive fashion. As noted above, the DM should provide interesting and engaging challenges, but they are not competing with the players.
  • Do the players need to know the rules?
    Yes and no. New players do not need to know the rules of the game. The group, particularly the DM (still me), will help them learn the rules as we play. More veteran players should have at least a basic understanding of the rules AND should be very knowledgeable of the specific rules about their own characters.
  • Are any topics off limits in the game?
    Not by default. If there are topics or issues that would make you too uncomfortable to participate, please let me know. If something comes up during the game that makes you uncomfortable, please let me know asap via whatever communication medium with which you are most comfortable. Overly graphic or sensitive topics (e.g., torture, sexual assault) will be described broadly at most.
  • How much table chatter will there be?
    Like I could stop it with the current group. đŸ˜‰
    Table chatter and socializing is fine, but let’s remember that we are gathering to also play a game and not let socializing undermine that.
  • What technology is allowed at the table?
    Phones, tablets, and the like are not “banned” at the table (especially if using D&D Beyond), but they should not take you away from playing the game and participating with the group. This is probably even more relevant when playing online. Obviously, you are at a computer, but you should not allow the easy access to the internet, Facebook, and the like take you away from fully participating. If you find yourself consistently surfing the internet while playing, you should talk to the DM about why you do not find the game engaging. You may also want to consider if you even want to play. It is both disrespectful and unfair to the other players to spend your time in these activities instead of participating. Perhaps you should give up your “seat at the table” to someone who does want to participate.
  • Speaking of technology, what is required when playing in an online FRG game?
    Foundry VTT is the virtual tabletop we are using. Please make sure that your computer meets the minimum requirements described here. We also use Zoom for audio and video, please make sure that your equipment meets the minimum requirements described here. Audio is critical. Please make sure that you have good audio. Video is definitely preferred but not a requirement. Video is a huge boon to communicating. A D&D Beyond account (free is fine), a Forge account (free is fine), and the Beyond 20 extension for Chrome or Firefox are also required.
  • How will sessions be scheduled?
    A set schedule will almost always be adhered to, typically weekly sessions, with a set day and time. If anyone is unable to make a session or is going to be late, it is expected that they will communicate that as soon as possible so everyone can plan accordingly.
  • What happens if a player is late or cannot make a session?
    The game will go on…assuming at least half of the players can still attend. The other players will play the character of any missing players. If you can’t make a session and we are using D&D Beyond, you should unassign your character so another player can access the character sheet. At the end of a session in which you have played someone else’s character, you are expected to unassign it so they can claim it again.
  • What is the process for bringing in new players?
    First, I will clear it with the group that it is okay to bring in a new player. Second, I’ll “vet” any new players to get a first indication if they will be a good fit for the group and game. Lastly, they’ll join and play. If it turns out that they are not a good fit, it will be my responsibility to let them know. If you know someone that might be interested in playing, feel free to let me know, but there is no guarantee that they’ll become part of the campaign.

I think that is enough for now. If anyone has issues with the above OR has another question that they’d like answered, please let me know via whatever communication you prefer to use.

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