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	<title>Comments on: My Group&#8217;s Social Contract</title>
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	<link>http://www.treasuretables.org/2007/08/my-groups-social-contract</link>
	<description>Game mastering advice, ideas &#038; resources &#8226; Dedicated to helping GMs</description>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2007/08/my-groups-social-contract/comment-page-1#comment-12756</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Thu, 30 Aug 2007 21:00:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=838#comment-12756</guid>
		<description>I hadn&#039;t thought about campaign guidelines as being more or less equal to a social contract -- and I&#039;ve definitely written those down before. Adding a few basic social elements to something like that seems pretty logical.

That said, I&#039;m surprised so many GMs write out their social contracts -- I really didn&#039;t think that would be very common.

Examples of social contracts might actually be an awesome section for the reworked GMing Wiki. Thanks for sharing!</description>
		<content:encoded><![CDATA[<p>I hadn&#8217;t thought about campaign guidelines as being more or less equal to a social contract &#8212; and I&#8217;ve definitely written those down before. Adding a few basic social elements to something like that seems pretty logical.</p>
<p>That said, I&#8217;m surprised so many GMs write out their social contracts &#8212; I really didn&#8217;t think that would be very common.</p>
<p>Examples of social contracts might actually be an awesome section for the reworked GMing Wiki. Thanks for sharing!</p>
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		<title>By: Alex Schröder</title>
		<link>http://www.treasuretables.org/2007/08/my-groups-social-contract/comment-page-1#comment-12748</link>
		<dc:creator>Alex Schröder</dc:creator>
		<pubDate>Thu, 30 Aug 2007 10:52:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=838#comment-12748</guid>
		<description>I had read about social contracts here on TT and decided that it would be a good think to have things written down for me (the DM) to remember. So I started taking notes of house rules, decisions, attitudes that &quot;defined&quot; the game and that I felt would make good criteria for somebody else to decide whether they wanted to join the game. My players noticed that I was occasionally adding to the list and started using it while discussing issues -- &quot;Well, remember we decided to this and that, and he even wrote it on his social contract page.&quot;

Thus: Without discussion and explicit discussion, a document got started that acts as our social contract.

Here it is:
http://www.emacswiki.org/cgi-bin/alex/Roleplaying_Social_Contract</description>
		<content:encoded><![CDATA[<p>I had read about social contracts here on TT and decided that it would be a good think to have things written down for me (the DM) to remember. So I started taking notes of house rules, decisions, attitudes that &#8220;defined&#8221; the game and that I felt would make good criteria for somebody else to decide whether they wanted to join the game. My players noticed that I was occasionally adding to the list and started using it while discussing issues &#8212; &#8220;Well, remember we decided to this and that, and he even wrote it on his social contract page.&#8221;</p>
<p>Thus: Without discussion and explicit discussion, a document got started that acts as our social contract.</p>
<p>Here it is:<br />
<a href="http://www.emacswiki.org/cgi-bin/alex/Roleplaying_Social_Contract" rel="nofollow">http://www.emacswiki.org/cgi-bin/alex/Roleplaying_Social_Contract</a></p>
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		<title>By: ScottM</title>
		<link>http://www.treasuretables.org/2007/08/my-groups-social-contract/comment-page-1#comment-12701</link>
		<dc:creator>ScottM</dc:creator>
		<pubDate>Tue, 28 Aug 2007 04:24:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=838#comment-12701</guid>
		<description>I have two groups; one established for a few years, the other in the process of formation right now.

My Friday night group [current, established] has not had a &quot;social contract&quot; discussion formally, but we&#039;ve had a lot of discussions that have established it informally.  For us:
- yawning isn&#039;t an insult; playing Friday night after a long work week can be s low ebb, but we&#039;ll play on best we can
- I&#039;ll do the phone calling, site creation / maintenance, etc. and host
- The kids are welcome, but must be willing to self entertain
- At the end of a game, we&#039;ll pitch new games, discuss them, and pick the next
- We&#039;re currently into long term games with campaign style development.
- (plus lots more)

The new group is still coalescing.  We&#039;re communicating by email and after monthly meetups; we hope to launch by the end of September.  Here are the beginnings of our contract...
- Bryan will run the first game, Saga Star Wars
- We&#039;ll alternate hosting between Fresno and  Hanford
- This group is looking to play experimental and short series games-- trying out all those new and indie games in our closets
- We&#039;ll rotate GMing at the end of a game, probably by pitch
- Group composition at the outset is fixed, but we may revisit the player list later
- We&#039;ll meet twice a month</description>
		<content:encoded><![CDATA[<p>I have two groups; one established for a few years, the other in the process of formation right now.</p>
<p>My Friday night group [current, established] has not had a &#8220;social contract&#8221; discussion formally, but we&#8217;ve had a lot of discussions that have established it informally.  For us:<br />
- yawning isn&#8217;t an insult; playing Friday night after a long work week can be s low ebb, but we&#8217;ll play on best we can<br />
- I&#8217;ll do the phone calling, site creation / maintenance, etc. and host<br />
- The kids are welcome, but must be willing to self entertain<br />
- At the end of a game, we&#8217;ll pitch new games, discuss them, and pick the next<br />
- We&#8217;re currently into long term games with campaign style development.<br />
- (plus lots more)</p>
<p>The new group is still coalescing.  We&#8217;re communicating by email and after monthly meetups; we hope to launch by the end of September.  Here are the beginnings of our contract&#8230;<br />
- Bryan will run the first game, Saga Star Wars<br />
- We&#8217;ll alternate hosting between Fresno and  Hanford<br />
- This group is looking to play experimental and short series games&#8211; trying out all those new and indie games in our closets<br />
- We&#8217;ll rotate GMing at the end of a game, probably by pitch<br />
- Group composition at the outset is fixed, but we may revisit the player list later<br />
- We&#8217;ll meet twice a month</p>
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		<title>By: MountZionRyan</title>
		<link>http://www.treasuretables.org/2007/08/my-groups-social-contract/comment-page-1#comment-12693</link>
		<dc:creator>MountZionRyan</dc:creator>
		<pubDate>Mon, 27 Aug 2007 15:22:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=838#comment-12693</guid>
		<description>Our group has a written social contract.  The main reasons for this are 1)we change GMs at regular intervals, 2) we had a hard time filling our 6th seat and wanted very clear expectations to present new recruits.

Also, while a few know each other from previous games, we mostly know each other only from this group.  Having an explicit social contract was helpful as we became closer friends.</description>
		<content:encoded><![CDATA[<p>Our group has a written social contract.  The main reasons for this are 1)we change GMs at regular intervals, 2) we had a hard time filling our 6th seat and wanted very clear expectations to present new recruits.</p>
<p>Also, while a few know each other from previous games, we mostly know each other only from this group.  Having an explicit social contract was helpful as we became closer friends.</p>
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		<title>By: Yax</title>
		<link>http://www.treasuretables.org/2007/08/my-groups-social-contract/comment-page-1#comment-12684</link>
		<dc:creator>Yax</dc:creator>
		<pubDate>Mon, 27 Aug 2007 04:07:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=838#comment-12684</guid>
		<description>I understand your point.  I must say I have faced the problem of favoritism in a game a long time ago.

It wasn&#039;t pretty.

But it hasn&#039;t happened in years in my group.  Maybe I&#039;m just lucky and I have great players.  Maybe I&#039;m very unlucky and I have players that are very at whining behind the GM&#039;s back - so good I never notice!  :)

I guess it&#039;s better to err on the safe side and discuss the game every now and then.</description>
		<content:encoded><![CDATA[<p>I understand your point.  I must say I have faced the problem of favoritism in a game a long time ago.</p>
<p>It wasn&#8217;t pretty.</p>
<p>But it hasn&#8217;t happened in years in my group.  Maybe I&#8217;m just lucky and I have great players.  Maybe I&#8217;m very unlucky and I have players that are very at whining behind the GM&#8217;s back &#8211; so good I never notice!  <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I guess it&#8217;s better to err on the safe side and discuss the game every now and then.</p>
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		<title>By: Jennifer Snow</title>
		<link>http://www.treasuretables.org/2007/08/my-groups-social-contract/comment-page-1#comment-12680</link>
		<dc:creator>Jennifer Snow</dc:creator>
		<pubDate>Mon, 27 Aug 2007 03:04:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=838#comment-12680</guid>
		<description>On the contrary, social contract can be a *very* serious issue if you&#039;ve played with the same group for a long time.  Remember: you are more likely to be killed or injured by someone you know than by a total stranger.  Strangers are aware of certain minimum requirements for politeness.  After a while your friends can start to take you for granted and not even realize it.

My old face-to-face group fell apart after we&#039;d been playing together for *six years* because of social contract issues that amounted to: whining behind the GM&#039;s back, frequent lateness, and blatant favoritism.  I maintain ironclad control of my group&#039;s social contract as a direct result of this.  

One thing I think is useful for social contracts would be: always bring problems directly to the person that is CAUSING the problem.  Don&#039;t be a whiny insecure passive-aggressive twerp and try to get ANOTHER player to address the GM and hope that HE will address YET ANOTHER PLAYER.  This scenario will play out in the following manner: The problem-causing person will ask the GM (or whoever actually had enough spine to finally bring the problem to them) &quot;Well, what should I do to fix it?  What sort of behavior would be better?&quot; and the GM *won&#039;t know*.  Your intermediary&#039;s intermediary won&#039;t know.  All you&#039;ll do is offend the person who has no idea what you *do* want, only that you *don&#039;t* want *something* they&#039;re doing.

I hate being the only one in the group with enough testicular fortitude to face the facts . . . I&#039;m the girl!</description>
		<content:encoded><![CDATA[<p>On the contrary, social contract can be a *very* serious issue if you&#8217;ve played with the same group for a long time.  Remember: you are more likely to be killed or injured by someone you know than by a total stranger.  Strangers are aware of certain minimum requirements for politeness.  After a while your friends can start to take you for granted and not even realize it.</p>
<p>My old face-to-face group fell apart after we&#8217;d been playing together for *six years* because of social contract issues that amounted to: whining behind the GM&#8217;s back, frequent lateness, and blatant favoritism.  I maintain ironclad control of my group&#8217;s social contract as a direct result of this.  </p>
<p>One thing I think is useful for social contracts would be: always bring problems directly to the person that is CAUSING the problem.  Don&#8217;t be a whiny insecure passive-aggressive twerp and try to get ANOTHER player to address the GM and hope that HE will address YET ANOTHER PLAYER.  This scenario will play out in the following manner: The problem-causing person will ask the GM (or whoever actually had enough spine to finally bring the problem to them) &#8220;Well, what should I do to fix it?  What sort of behavior would be better?&#8221; and the GM *won&#8217;t know*.  Your intermediary&#8217;s intermediary won&#8217;t know.  All you&#8217;ll do is offend the person who has no idea what you *do* want, only that you *don&#8217;t* want *something* they&#8217;re doing.</p>
<p>I hate being the only one in the group with enough testicular fortitude to face the facts . . . I&#8217;m the girl!</p>
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		<title>By: Yax</title>
		<link>http://www.treasuretables.org/2007/08/my-groups-social-contract/comment-page-1#comment-12676</link>
		<dc:creator>Yax</dc:creator>
		<pubDate>Sun, 26 Aug 2007 19:46:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=838#comment-12676</guid>
		<description>Social contract is not really an issue if you&#039;ve played with the same group for a long time.

Even if you don&#039;t discuss this issue out loud, I think the first scene of a campaign should set the tone.

If part of the group didn&#039;t seem to enjoy the first scene or game of a campaign, then you really need to talk!</description>
		<content:encoded><![CDATA[<p>Social contract is not really an issue if you&#8217;ve played with the same group for a long time.</p>
<p>Even if you don&#8217;t discuss this issue out loud, I think the first scene of a campaign should set the tone.</p>
<p>If part of the group didn&#8217;t seem to enjoy the first scene or game of a campaign, then you really need to talk!</p>
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		<title>By: stupidranger</title>
		<link>http://www.treasuretables.org/2007/08/my-groups-social-contract/comment-page-1#comment-12673</link>
		<dc:creator>stupidranger</dc:creator>
		<pubDate>Sun, 26 Aug 2007 15:14:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=838#comment-12673</guid>
		<description>Our group has a similarly casually evolved social contract.  We started out as a 4-person group, and as we gained members, our contract evolved to accommodate the larger group.

We have recently addressed the issue of how to handle absent players; we started with a vote to decide if we wanted to play with a single player absence.  Once we decided that a single absence would be permissible, we had a group discussion on how to handle that absence.</description>
		<content:encoded><![CDATA[<p>Our group has a similarly casually evolved social contract.  We started out as a 4-person group, and as we gained members, our contract evolved to accommodate the larger group.</p>
<p>We have recently addressed the issue of how to handle absent players; we started with a vote to decide if we wanted to play with a single player absence.  Once we decided that a single absence would be permissible, we had a group discussion on how to handle that absence.</p>
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		<title>By: John Arcadian</title>
		<link>http://www.treasuretables.org/2007/08/my-groups-social-contract/comment-page-1#comment-12671</link>
		<dc:creator>John Arcadian</dc:creator>
		<pubDate>Sun, 26 Aug 2007 15:12:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=838#comment-12671</guid>
		<description>My last game  used a social contract pretty heavily. We actually sat down on the first session (which was also character creation as a group) and I outlined what I wanted to see out of the game, then asked everyone else what they wanted to see.  We wrote it all down, but not as a contract, just so we would have it for later.  It hasn&#039;t really been pulled out since.  We&#039;ve all kind of payed attention to it in the back of our heads.  I&#039;ve also been able to include things that the players wanted to see into the game (like move style Zombies!), and I&#039;ve been able to keep out themes that people didn&#039;t really want to get into with the game.

I think having it written down isn&#039;t a bad idea, so long as it isn&#039;t like robert&#039;s rules of order and strictly adhered to. We sit down to play GAMES after all, and the fun is the most important thing.</description>
		<content:encoded><![CDATA[<p>My last game  used a social contract pretty heavily. We actually sat down on the first session (which was also character creation as a group) and I outlined what I wanted to see out of the game, then asked everyone else what they wanted to see.  We wrote it all down, but not as a contract, just so we would have it for later.  It hasn&#8217;t really been pulled out since.  We&#8217;ve all kind of payed attention to it in the back of our heads.  I&#8217;ve also been able to include things that the players wanted to see into the game (like move style Zombies!), and I&#8217;ve been able to keep out themes that people didn&#8217;t really want to get into with the game.</p>
<p>I think having it written down isn&#8217;t a bad idea, so long as it isn&#8217;t like robert&#8217;s rules of order and strictly adhered to. We sit down to play GAMES after all, and the fun is the most important thing.</p>
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		<title>By: Telas</title>
		<link>http://www.treasuretables.org/2007/08/my-groups-social-contract/comment-page-1#comment-12670</link>
		<dc:creator>Telas</dc:creator>
		<pubDate>Sun, 26 Aug 2007 14:51:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=838#comment-12670</guid>
		<description>I was initially resistant to the idea of social contracts, mainly because (in my reading of them) &lt;i&gt;social contracts seemed to be a tool for the players to restrict the GM.&lt;/i&gt;  Additionally, my degree in Economics painted &lt;a href=&quot;http://en.wikipedia.org/wiki/Social_contract&quot; rel=&quot;nofollow&quot;&gt;social contract&lt;/a&gt; with strong democratic (&quot;consent of the governed&quot;) themes. 

As an old-school GM, that&#039;s not acceptable to me; the GM is in charge of the table.  I still think that a written-down social contract is a bad idea, kind of like having a group of friends use Robert&#039;s Rules of Order (technical parliamentary procedure) to manage their social interactions.  :(

But since we each bring a unique perspective to the table, a group should explicitly define a few things.  Once I realized that &quot;shared expectations&quot; fit under the definition of social contract, I accepted the idea (even if the name still bugs me).  

I just finished a long campaign, and am not GMing right now, but some of my biggest expectations are: 
- Whether I GM or play, &lt;a href=&quot;http://www.treasuretables.org/2007/04/the-game-master-is-the-leader-of-the-group&quot; rel=&quot;nofollow&quot;&gt;the GM is in charge of the table&lt;/a&gt;.  As a player, I abide by the GM&#039;s call, and will take it up with him after the game if there&#039;s a problem.  
- The &lt;i&gt;fun&lt;/i&gt; is more important than the &lt;i&gt;story&lt;/i&gt;, and the &lt;i&gt;story&lt;/i&gt; is more important than the &lt;i&gt;rules&lt;/i&gt;.
- I&#039;d rather &lt;a href=&quot;http://www.treasuretables.org/rpg-glossary#roleplay&quot; rel=&quot;nofollow&quot;&gt;roleplay&lt;/a&gt; than &lt;a href=&quot;http://www.treasuretables.org/rpg-glossary#rollplaying&quot; rel=&quot;nofollow&quot;&gt;rollplay&lt;/a&gt;, but I&#039;d rather do either than &lt;i&gt;ruleplay&lt;/i&gt; (to play the game entirely mechanically, without regard to character, story, or verisimilitude).</description>
		<content:encoded><![CDATA[<p>I was initially resistant to the idea of social contracts, mainly because (in my reading of them) <i>social contracts seemed to be a tool for the players to restrict the GM.</i>  Additionally, my degree in Economics painted <a href="http://en.wikipedia.org/wiki/Social_contract" rel="nofollow">social contract</a> with strong democratic (&#8220;consent of the governed&#8221;) themes. </p>
<p>As an old-school GM, that&#8217;s not acceptable to me; the GM is in charge of the table.  I still think that a written-down social contract is a bad idea, kind of like having a group of friends use Robert&#8217;s Rules of Order (technical parliamentary procedure) to manage their social interactions.  <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /> </p>
<p>But since we each bring a unique perspective to the table, a group should explicitly define a few things.  Once I realized that &#8220;shared expectations&#8221; fit under the definition of social contract, I accepted the idea (even if the name still bugs me).  </p>
<p>I just finished a long campaign, and am not GMing right now, but some of my biggest expectations are:<br />
- Whether I GM or play, <a href="http://www.treasuretables.org/2007/04/the-game-master-is-the-leader-of-the-group" rel="nofollow">the GM is in charge of the table</a>.  As a player, I abide by the GM&#8217;s call, and will take it up with him after the game if there&#8217;s a problem.<br />
- The <i>fun</i> is more important than the <i>story</i>, and the <i>story</i> is more important than the <i>rules</i>.<br />
- I&#8217;d rather <a href="http://www.treasuretables.org/rpg-glossary#roleplay" rel="nofollow">roleplay</a> than <a href="http://www.treasuretables.org/rpg-glossary#rollplaying" rel="nofollow">rollplay</a>, but I&#8217;d rather do either than <i>ruleplay</i> (to play the game entirely mechanically, without regard to character, story, or verisimilitude).</p>
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		<title>By: Jennifer Snow</title>
		<link>http://www.treasuretables.org/2007/08/my-groups-social-contract/comment-page-1#comment-12669</link>
		<dc:creator>Jennifer Snow</dc:creator>
		<pubDate>Sun, 26 Aug 2007 13:11:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=838#comment-12669</guid>
		<description>My group leaves it up almost exclusively to the GM to create/police the social contract, because I&#039;m also in charge of a.) finding new players, b.) logging the adventure c.) setting a time and keeping everyone abreast of the schedule . . . pretty much everything, in fact.

I don&#039;t really mind this because it&#039;s a brand-new group playing via a method (chatroom) where I&#039;m pretty much the only old hand . . . plus I&#039;m the only person in the group (as far as I can tell) that likes to write up a lot of background out of game.</description>
		<content:encoded><![CDATA[<p>My group leaves it up almost exclusively to the GM to create/police the social contract, because I&#8217;m also in charge of a.) finding new players, b.) logging the adventure c.) setting a time and keeping everyone abreast of the schedule . . . pretty much everything, in fact.</p>
<p>I don&#8217;t really mind this because it&#8217;s a brand-new group playing via a method (chatroom) where I&#8217;m pretty much the only old hand . . . plus I&#8217;m the only person in the group (as far as I can tell) that likes to write up a lot of background out of game.</p>
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