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Latest revision as of 14:55, 23 June 2023

It's a first draft tool of writing out and solidifying the Social Contract of an rpg game before you get started. The idea is to get all the players "on the same page of the story" so there aren't misunderstandings later when one dude is min/max powergaming and steamrollers the narrative drama dude that's trying to be subtle. People coming into a group with contrary expectations to other players is the #2 reason for games falling apart, behind people not being arsed to show up for sessions.

This originally appeared on the Wordpress written by 'bankuei', who doesn't have any links or text saying who the hell he (she?) is. The Wordpress version was a first draft, probably the ramblings of a madman, but even so it could also prevent a fuckton of fail if used correctly. Since this is a wiki page, we can rebuild him, faster, stronger...

How to use

Make one copy, and only one copy. This isn't one of those 'everyone give me your answers and I'll try to accommodate you' things. This isn't even "check all that apply to you." This is the EXACT OPPOSITE of that stuff. The DM could answer all the questions on her own and say "this is how it's gonna be," or the group decides the answer to each question, or some DM answers and the group doe the rest; whatever way, everyone at the table must agree to the result before they start playing together. Circle one and only one answer for each question. If more than one apply, circle the one and only one answer that is most relevant/important/valued. There's multiple choice here because there are some players have played every RPG as the same one or two ways over and over and could be blindsided by other styles of play. Be aware that the same genre or rpg system may have diff answers, depends on how the group is gonna play this time around. Once every question's been answered, make sure everyone at the table has read it so each player knows what they're getting into. This is NOT about figuring out what is the "best" way to play for this group; this is about making sure everyone in the group knows what the game is going to be about. If that means a player says "this is not the kinda game I want to play" and leaves, well that dude and the rest of the group just saved a handful of sessions of being miserable at each other, so mission accomplished.


For each question, circle only the one answer that is most applicable to the game this group of people are going to play.

Do you play to win?
  1. Yes, you totally play to win! The win conditions are... [write them down]
  2. Good play isn't a win/lose kind of thing


Player characters are:
  1. expected to work together; conflicts between them are mostly for show
  2. expected to work together; but major conflicts might erupt but you'll patch them up given some time
  3. expected to work together; major conflicts might erupt and never see reconciliation
  4. pursuing their own agendas -- they might work together, they might work against each other
  5. expected to work against each other, alliances are temporary at best


The GM's role is:
  1. The GM preps a set of events -- linear or branching; players run their characters through these events. The GM gives hints to provide direction.
  2. The GM preps a map with NPCs and/or monsters. The players have their characters travel anywhere they can reach on the map, according to their own goals.
  3. The GM has no plan -- the GM simply plays the NPCs and has them act or react based on their motivations
  4. There's no GM. Everyone works together to make the story through freeform.
  5. There's no GM. The rules and the system coordinate it all.
The players' roles are:
  1. to follow the GM's lead to fit the story
  2. to set goals for their characters, and pursue them proactively
  3. to fling their characters into tough situations and make hard, sometimes, unwise choices


Doing the smartest thing for your character's survival...
  1. ...is what a good player does.
  2. ...sometimes isn't as important as other choices
  3. ...isn't even a concern or focus for this game.


The GM's role to the rules is:
  1. follow them, come what may. (including following house rules)
  2. ignore them when they conflict with what would be good for the story
  3. ignore them when they conflict with what “should” happen, based either on realism, the setting, or the genre


After many sessions of play, during one session, a player decides to have her character side with an enemy.
  1. This shouldn't even happen. This is someone being a jerk.
  2. This is where the character becomes an NPC, right away or fairly soon.
  3. This is something the player and the GM should have set up ahead of time.
  4. This is only going to last until the other player characters find out and do something about it.
  5. This is a meaningful moment, powerful and an example of excellent play.


A fistfight breaks out in a bar! The details of where everything is – tables, chairs, where everyone is standing is something that...
  1. is important and will be displayed on a map or grid, perhaps using miniature figures.
  2. is something the GM will describe and you should ask questions to get more information.
  3. you can decide on the spot using specific game rules (rolling dice, spending points, whatever)
  4. isn’t really that important other than it makes for an interesting scene- pretty much anyone can come up with details.


In order to really have fun with this game, the rulebook is something that...
  1. everyone playing needs to have read and understood before play, because the rules and setting are both very important.
  2. everyone should know the rules very well.
  3. everyone should know the setting very well.
  4. everyone at least should know the basics of the rules.
  5. everyone at least should know the genre the game pulls from
  6. Only one person needs to really know the rules and it can be explained in 10 minutes or less to everyone else.


This game runs best when the players take time to create characters that are... (choose all that apply)
  1. built to face challenges using the mechanics and stats.
  2. written with extensive backstories or histories
  3. given strong motivations and an immediate problem or crisis
  4. tied into the other characters as (allies) (enemies) (as either)
  5. written with some knowledge, research or reading up on the game setting, real history or an actual culture


Fiction Hurdle Questions (open response)

  1. Does everyone know the answers to these questions for this game? Hopefully between the game text and making choices above, the group can also be on the same page for the following points. If not, clarify!


  1. What kind of conflicts make sense for this game?


  1. What kind of protagonists make sense for this game?


  1. What kind of outcomes make sense for this game?



Originally appeared in bankuei's "Deeper In The Game" journal bloggity-blogblog.