Gaming Etiquette (CSC)

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While one does not necessarily need to know which side of the plate a salad fork goes on to successfully entertain gamers, good gaming sessions, like other types of social gatherings, depend on having both the players and the DM observe a number of basic, but greatly appreciated courtesies. The DM should follow these "rules of etiquette" and encourage his players to heed them too.
==Be Prepared==
Probably the greatest mistake that a DM can make prior to a game session is to fail to prepare. Proper preparation can be summed up in two words, study and organization. Nothing spoils a game more quickly than a DM who hasn't studied his material beforehand and doesn't know the gist of his adventure, if not all the details. Take the time to organize material in a logical manner. If players ask questions or go off in an unexpected direction, the DM should know where to find that information without spending an hour looking for it.
==Hosting a Game==
It is not the DM's responsibility to provide a place to play. Nor should he be held responsible for bringing the food and drinks or even scheduling the time for the game and calling the players. That responsibility should be shared among the players, the DM included. Often, it should be enough that the DM provides the adventure.
However, the DM is responsible for setting up before a game, even though the game may take place in someone else's home or in a public place such as a lounge in a college dormitory. If possible, he should be the first to arrive and should have his game materials in order before the players arrive. If the game will take place in a public area, the DM (or another player) should take it upon himself to secure a play area in advance, one that will accommodate the players and, just as importantly, not disturb others who may wish to use the facility.
The game session host should ensure that a clean play area and enough seating is available for all anticipated players. If at all possible, arrange for the DM to be seated at a separate table in the gaming area. It's very important that the DM keep his game notes and maps out of the players' sight.
==Courtesy to the Host==
At the end of each game session, clean up the play area, regardless of whether the game is played in a student lounge or at a player's home. Toss out food and drink containers (don't make the host responsible for returning empty beverage containers). Sweep up any mess. Offer to help put away excess chairs, books, tables, miniatures, etc. Failure to do so may result in your having to find another place to play next time.
==Courtesy to Others==
Every time a roleplaying game occurs in a public or semi-public place (such as in a school cafeteria, a dormitory lounge, or a student union), the players and DM involved become ambassadors for roleplaying games at large. People will judge the players, the AD&D® game, and all roleplaying games in general based on what they see. If an adventure is exciting or disappointing, players often get loud, possibly even downright rowdy. To say that loud noise or uncouth language can disturb others is an understatement.
A wise DM will encourage his players to keep verbal expression of excitement or dismay ("What do you mean he's dead! He's 16th level! He can't be dead!") to conversational decibel levels.
==Prerolling Characters==
Whenever possible, create new player characters ahead of time. Prerolling new player characters before the day or scheduled time of a game session is a small but greatly appreciated courtesy. Character creation, especially when any type of background development is involved, takes time. If the DM waits until the game session to roll up new player characters, valuable game time is wasted. Instead of playing the game, the other players must find ways to entertain themselves until the DM is ready to play. In this regard, the DM runs the risk of losing his players to whatever has distracted them.
==Opening Ceremonies==
Allow the players to get comfortable. This is a social time, friendly conversation relaxes players and gets them ready to play. Don't rush the start of the game. Give the players a chance to discuss the previous game session, go over mistakes, plan strategies, and decide on spells. If possible, have this activity take place at someplace other than the gaming table. Announce when the game is to start and request that non-essential conversation end.
==Refreshments==
Refreshments are something that everyone should provide for themselves, or better yet, bring to share. As stated before, this is not the DM's responsibility. Commonly, refreshments are acknowledged "junk foods:" soda pop, peanuts, pretzels, cookies, and chips of all kinds, including the four basic gamer food groups: caffeine, sugar, salt, and carbohydrates. In deference to good eating habits and in an attempt to avoid pear-shaped bodies, try to balance the type of snacks provided. For long game sessions, suggest ahead of time that the players come prepared to participate in some form of deliverable food (like pizza). Allow breaks for eating and, if possible, keep food and drink away from the gaming table. Don't let food disrupt the game or become a distraction.
==Distractions==
Anything that doesn't add to the playing of the game will detract from it. Where possible, eliminate all outside distractions. It is difficult to concentrate on roleplaying while a ball game or loud music is going on in the background. If a player can't concentrate on the game because he is more interested in a distraction, suggest that he leave and let other players enjoy the game.
For some gamers, young children (particularly their own) can be a distraction. If young children must be present during the game session, the players may wish to contribute towards the hiring of a baby sitter. The resulting peace may be well worth the price!
==Be Kind to the DM==
Accept that the DM is the final authority in the game. Don't cheat, even if it means a character buys the farm (dies). Don't play favoritism games. Accept a character's death' calmly, don't belabor it. The DM is human (really, it's true!) and will make mistakes. If a mistake is fatal, ask the DM to change his decision in good grace, without recriminations. Be sure to compliment the DM on a good game!
==Be Kind to the Players== Be Fair. Assume they are not cheating if they haven't been caught at it. Let the players make their own decisions. Don't manipulate their characters as if they were part of a navel or railroad them into choosing predetermined paths. Don't punish them for being clever. If they avoid or foil the best trap in the dungeon, then reward them for it. Don't try to kill off the characters of unpleasant players or punish them if they miss a play session or have to leave early. Compliment players on clever actions. Ask their opinions on obscure rule interpretations. Treat players with respect, regardless of whether they know the rules or not.