As a participant in an rpg, I usually have my own sort of social contract in my head that I get into whenever I start a game on either side of the table. Some of this stuff is common sense, but I think it could use some writing down, just to take a look at what priorities I’ve learned to value in rpgs.
As a Player:
- It is my job to come up with a Character Concept that works with the setting that the GM is looking to run. He works hard to create his vision, and I won’t step on his toes and pull something obviously out of bounds just to seem different from the others. There are better ways to make unique characters without giving the GM a headache.
- I will go to the game on time. The last thing I want to do is hold up a game because my character (who may be central to the scene) can’t be there because I’m late.
- It is my responsibility to study the rules as they apply to my character. The GM already has put enough effort in reading the whole rulebook, I should at least make the effort to know what my character can do, and what his stats mean.
- My fun is the group’s fun. In play, I acknowledge my role as a participant, and contributor. My actions in character are meant to further everyone’s play experience, not just my own.
- I shall reduce disruptive chat to a minimum, nor will I interrupt the GM’s narration for another player with a rules question. Such distractions can only serve to disrupt the GM and annoy the other players. I will reserve my questions for when there is a break in the game. So I won’t forget my query, I will write it down.
- I will bring initiative to the game, and milk every plot hook the GM presents for all it’s got. Ignoring plot hooks just because it’s “too obvious” is not a good excuse to hold up the rest of the group.
- I will work in teams. My character acknowledges that he is only a single person, and that he will need assistance to overcome the challenges he faces. Lone Wolves are cool, but even they know when to rely on backup.
- The spotlight is not mine to hog. I will try to involve others in my character’s stories, and will also learn to play backup or support roles if another player has his time in the spotlight.
As a GM:
- My job is to make a game enjoyable to everyone, not just a select few. If my players can be bothered to give me 6 hours of their time, then I should give them an equal value of fun. No character should be neglected.
- Players will rely on me to give fair and impartial rulings, and I should not betray that trust. I should be familiar with the rules, or at least be aware enough of where to look up a given ruling (grappling, anyone?)
- My task is to challenge the player characters, not to destroy them. There is nothing fun, nor inherently admirable about using all the infinite resources a GM could conceivably use to crush characters. As a GM, my job is to make a game where everyone can contribute to a story, and everyone gets up from the table hours afterwards with a smile, and plenty of good memories.
- As a GM, I also maintain a form of leadership role. I don’t lord over the players, but it is my job to organize the game, keep things running, and even adjudicate character vs. character conflict.
Not all groups have the same outlook, and I can’t claim that this is the one true way. However, this list of things that I keep in mind at all times when I run or play in an rpg has helped me a lot, and may be of interest to other players and GMs out there.



Yes. That is all.
Well, okay, it is not. I’m not that big on challenging the characters (that is more of side effect), but everything else is solid and probably uncontroversial.
[...] Phil Gamer had an interesting article the other day on the (generally unspoken) code of conduct that he uses when approaching the gaming table. He’s got some pretty insightful stuff over there. I will say this, however; His “commitments” as a player really reflect what he (and most GMs) want to see from their players, rather than what players tend to like to see and do in their game. Fact is, most players don’t worry about “giving the GM a headache” or how much effort the GM has put in. It’s not that they’re malicious; rather, they’re indifferent. Just as most GMs are, to one degree or another, with their players. [...]
[...] Phil Gamer had an interesting article the other day on the (generally unspoken) code of conduct that he uses when approaching the gaming table. He’s got some pretty insightful stuff over there. I will say this, however; His “commitments” as a player really reflect what he (and most GMs) want to see from their players, rather than what players tend to like to see and do in their game. Fact is, most players don’t worry about “giving the GM a headache” or how much effort the GM has put in. It’s not that they’re malicious; rather, they’re indifferent. Just as most GMs are, to one degree or another, with their players. [...]
[...] being said, here’s my take on half of a Social Contract for my side of the nMage [...]
[...] Social Contract This is a great article I just came across. I know it’s not new, but it really puts a lot of [...]