the S.I.R.G.O.T.* Accord of

(*Socially Inept Role-Playing Group Of Taichung)

                In order to ensure an enjoyable experience for all, the following document has been developed. If everyone does their best to follow the SIRGOT Accord, we are all sure to have a good time. Suggestions for additions or modifications are welcome.


S.I.R.G.O.T for Players:

1) be on time if you don’t show up on time, it only illustrates how you don’t give a shit about the game (and if you don’t give a shit about the game, then why the fuck did the GM put forth so much time and effort to prepare it?)
2) don't upstage others unless done in a ‘friendly competition’ way (otherwise it will only lead to player-to-player conflict)
3) be prepared if possible, know your character’s capabilities and consider your actions before it’s your turn (this will save time and improve the ‘flow’ of the game)
4) don't metagame do your best not to allow your own personal knowledge of something affect what your character knows; don’t ask fellow players for suggestions on what to do in the middle of a combat round
5) discuss, don't argue conflict in the way a situation should be handled can be caused by many things, but if a solution cannot be agreed upon, the GM has the final say (and it should not be brought up in-game again)
6) role-play if your character has something interesting to say, say it in character; don’t say something like, “Bob wants to ask him whether or not he’s ever heard of so-and-so.”
7) compromise always be prepared to compromise and cooperate; if you cannot compromise or cooperate, you cannot play role-playing games with other people and are too socially inept even for S.I.R.G.O.T.
8) keep your character alive frequently changing characters generally has an adverse effect on the game in terms of continuity and party balance



S.I.R.G.O.T for the GM:

1) supervise character creation particularly, make sure that characters have similar goals which will give them a solid reason to ‘stick together’
2) PCs are the spotlight when possible, avoid having too many NPCs which will draw attention away from the players’ characters’ achievements
3) status quo if there are situations in which the characters may find themselves completely outmatched, the players need to know that it’s their job to try to avoid these kinds of situations (otherwise they will expect that any NPC they come across is fair game)
4) don't feed players information information that the characters have not discovered should not be revealed by the GM (this makes the GM’s job harder, of course, but engaged players ought to be able to find the necessary info they require)
5) keep the plot simple too many choices for players leads to indecision and stagnation
6) use maps even if it's just a quick sketch on the whiteboard, knowing where everyone and everything is has a strong effect upon characters' perspective (and therefore actions)

 

Some useful links for new players...

D&D v3.7 'houserules' ~ modifications to D&D v3.5 rules
races in Qur-tayn ~ race information with stat modifiers and special abilities
religion in Qur-tayn ~ diety information with history & domains
domains of Qur-tayn ~ complete list of domains and new spells
character creation ~ information on the new interactive character creation process
D&D links ~ various D&D-related webpages which may come in handy

 

Last Update:
Nov. 6th, 2004

Contact the GM:
Zakarius [at] mail [dot] com