Campaign Contract
From Towers
A campaign contract is a type of social contract (http://en.wikipedia.org/wiki/Social_contract) that governs game play. Essentially, when a group of people get together and decide to play a role-playing game, a set of expectations — usually unwritten — usually governs their behavior.
These expectations include things like player etiquette (who brings the chips? do people arrive late?) to creative agenda (is this a game that explores a premise, a detailed simulation of a setting or genre, or is it a romping good time where players try to "beat" the system?) to style of play (who has authority to do bad things to characters? what kind of bad things can happen to a character? how do players handle disputes?).
That said, here are some questions I'd like to answer before we play. Feel free to answer inline (like a Talk page... just add ~~~~ to your response to sign it).
| Table of contents |
Who is driving the story? The players or the DM?
You can drive. D&D players aren't used to this, I know, but other games work differently. The players drive the action, putting their own characters into bad situations. Players can make up backstory, invent villains, anything. We own this game together, as a group.
I can drive if you want. That means there will be lots of surprises but it also means that you'll be going along for a ride sometimes. Again, we own this game together, as a group. If you choose to let me drive, you're just granting me the authority to do things you could do yourself.
Is the DM responsible for making sure the players have a good time? Are the players responsible for making sure the DM has a good time?
- At first, the DM should probably drive the majority of the campaign. You noted that it was going to start off balanced and then move to a political campaign at later levels. You would set the tone of the campaign and give the players the understanding of the environment that they will be immersed into. As the game evolves, the amount of player driven storylines will evolve. As for who is having a good time, I think everyone will be responsible for creating an enjoyable experience.
- --Mmauzey 08:15, 13 Nov 2004 (EST)
What is the general tone of the game?
Is it a loose and humorous romp? Is it serious and dark? Can it get deeply emotional?
- I think at time it would it hit all those; however, I would imagine that the campaign will be full of adventure and intrigue.
- --Mmauzey 08:18, 13 Nov 2004 (EST)
- Serious works. Emotional works. Lighthearted should not be an emotion fostered by the DM in this kind of game. The players will add enough humorous content for everyone, trust me.
- --Jason 17:40, 27 Nov 2004 (EST)
What are the ultimate risks that characters face?
How likely should character death be? Is it pretty rare? Whose responsibility is it to make sure characters stay alive? What kind of warning does the DM "owe" the players when their characters are in deep doodoo?
Is the world "fair"? That is, do characters always face challenges they can handle? If not, do they at least deserve "fair warning" that a challenge is overwhelming?
- The responsibility for the character to stay live is on the player. Sometimes when playing, there are challenges that are meant to be taken on at a higher level. This means that the party would have to walk away from an enemy, at times. If for whatever reason the players bite off more than they can chew, the DM might relent the first time it happens. After that, the penalties should rise significantly. This could include PC death.
- --Mmauzey 08:24, 13 Nov 2004 (EST)
- By using a ransom system within your knightly orders (both good and bad, for ransoms are good income!) you can create a system where often the enemy is trying to subdue and capture the players, and the players are trying to do likewise. In a land with so many nation states, is it more valuable to martyr a 7th level cleric or take him back to your kingdom and give him/her a "fair trial" for heresy...
- --Jason 17:40, 27 Nov 2004 (EST)
- I really like the ransom idea. Though I intended all the trappings of a medieval code of honor, I had totally forgotten ransom. This doesn't keep players safe from brutish beasts and stray fireballs from their friends, but it does keep every combat from becoming a blood bath.
- --Adam 17:58, 27 Nov 2004 (EST)
Who owns the characters?
Not as intellectual property, but who has the authority to make changes to the characters or tell the player how a character reacts or feels? Under what conditions is it okay for the DM to make a character do something? What about physical changes, like a magic item that switches the wearer's gender? Could the DM tell you that your character is falling in love with an NPC?
Are there any extremely violent actions you don't permit the DM to take on your character? For example, would you veto a maiming, a debilitating disease, mental illness, or a rape?
- Reaction of the char is typically left to the player. There is a base personality that the DM knows about each char; so, that would be a good guideline for forming bonds with a NPC. As for conditions where the DM injects change...as long as it gels with either the DM's master plot or the result of an IC action, then I would say it is fair game.
- Additionally, things that I think would not be fun to RP: Rape or Perm Mental Illness. Maiming is fine because you still have a good mind; and you might be able to 'magic' your way around that. Permanent mental illnesses would just make your char a bump on the log. It would be boring to just sit around and RP drooling over yourself. Temporary insanity would be okay, though.
- --Mmauzey 08:34, 13 Nov 2004 (EST)
What happens to absent characters?
If someone doesn't show up, what happens to their character?
- This is always a tough one. Typically, the DM would play their character for them. This is easier to do in a balanced campaign; but, tougher in a political one.
- --Mmauzey 08:35, 13 Nov 2004 (EST)
How do new characters enter the game?
Can a player retire a new character and create a new one at any time? What kind of character? Can new players join the group? What kinds of characters? Is there a particular method used to integrate new characters into the party? Whose responsibility is it?
- I don't think they can at 'any time'; but, I think new characters can be created and new players could join the group. The current players are the children of Rusland; so, any new players would be a supporting role to that family (i.e. bodyguards, trainers, teachers, etc.). Additionally, I think, this is where people who lost their child of Rusland PC would choose their next char...or perhaps, as the campaign grows, a NPC that marries a PC could be an option for new players.
- --Mmauzey 08:42, 13 Nov 2004 (EST)
- Let the characters play a new character at any time. If the character is leaving the game because it has a great roleplaying reason for doing so, the player's next character can be of the same level. If it is a "I'm bored" abandonment of the character, the player's next character can be of one level lower. If it is a "Oh, shit, screwed this guys world up" reason, than I suggest two levels lower.
- This also has the pleasant biproduct of stocking the campaign world with former PCs that have life to them, quirks to them, and a relationship to the other PCs that matters to them.
- --Jason 17:40, 27 Nov 2004 (EST)
- I agree with your sentiment, but doesn't this discourage a player from retiring a character that is fucking up the group? Psychology-wise, I want to give every incentive to get this character out of the group while discouraging the player whose character is great from retiring his. I'll probably let every character come in at the same level as his last.
- --Adam 18:01, 27 Nov 2004 (EST)
I really do want everyone's feedback on this. If not here, then at the first in-person meeting when we talk about it. Essentially, we need to resolve questions like these one way or another so that we're all on the same wavelength.
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