Salus: Until The End
1. Please do not ask for constant justification of the DM’s actions. Sometimes the DM will bend or break D&D rules for the sake of story, other times will just create things that have never been in the game system before as a way to challenge the party. Be willing to roll with it, but don’t assume you may can take advantage of the same liberties the DM has taken with the rules.
2. Be cautious of metagaming. In and of itself it is a form of cheating, because it typically involves using out-of-character knowledge. Realistically, it is almost impossible to avoid having player knowledge come into play — you know the stuff, and that knowledge is going to come out in the way you play your character — but a good player at least tries to play their character according to the character’s intelligence, wisdom, knowledge, and experience. A good character will sometimes take actions against his player’s better judgement, because “that’s what the character would do.”
3. Allow the other players to play their character they way they want to play them, do not tell them what “they should” do. This means letting them make mistakes, sometimes a mistake makes for a great story. Also avoid giving information and tactical suggestions to the rest of the players based on things your character or their’s wouldn’t know. Just because the tactic has worked in other games you may have played, does not mean your current character would have the knowledge or that it will work in that particular situation.
4. Cheating in D&D or any other gaming system is a problem, because it is easy to do, and sometimes you may not even mean to. In addition it hurts the game. It is easy to do almost by accident in places where the rules are ambiguous. There are also things that a reasonable DM would probably disallow but are technically allowable within the rules. There is too much for the DM to manage, and can’t possible be expected to track everything, read every book or memorize every rule. If it seems to good to be true, it probably is, which means you probably shouldn’t do it. Simply put, “If it is broken, don’t use it!”
5. Magic is not and should not be a player’s answer to solve any and every problem. Magic and all of its uses are a mystical wonderful thing in any D&D world. Overused it makes the game cheap and at times pointless to play. Please don’t turn to spells every time to solve your problems. Think of what the epic tale of Lord of the Rings would have been like if the characters had just decided to teleport themselves instead of enduring all the hardships they faced to get there. Three books consolidated down to two lines. “The Fellowship of the Ring teleported themselves to Mordor and dropped the One Ring into the volcano. The End.”
6. If a rule does not fit the campaign it will be removed. D&D should NEVER be about the rules, it is about preforming mighty deeds and completing epic quests. Most importantly it should be about every player having fun. The DM wil be sure to tell your players up front when an adjustment to the rules to achieve a fairer and more exciting game is required. The DM will attempt to no just spring the new rules on the players without explanation. A lot of the D&D rules require some interpretation, such as alignment relative to actions. But some rules provoke questions because they are seemingly nonsensical. In any case the DM will be the final say regardless of what the books have previously mentioned. Always remember “”
The following is a list of terms every player should be familiar with but NO, I repeat NO player should apply to themselves. The following is a list of terms that are given to players who are disruptive and take the joy (as well as the true meaning) of the game away from everyone they are playing with. If you find yourself relating to these terms, take a moment and rethink where you stand.