I'm finally starting to develop my player requirements. Of course, this is a document I should have had in hand before I started running House of Cards, but that's never the way it works, is it? Here they are now, in case someone wants to borrow them.
The player requirements are constantly being revised.
I require players who can do the following things:
- Show Initiative: If it is not a matter of cosmology or plot, decide on your own. Don't sit around waiting for the GM to make minor decisions. Don't wait for the NPCs, because you may not like what they do.
- Follow Through: When you decide to do something, do it when the time comes. Don't ask me to remind you.
- Answer Mail in a Timely Fashion: I appreciate it when people try to turn posts around in a day or two, or let the GMs and players who may be hanging on them know they'll be late. This also includes giving vacation notices.
- Write Continuances: It's not nice to give the other person on a thread nothing to respond to. One-line responses to set-ups are dull, and they make it difficult to move the game forward.
- Write Appropriate Dialogue: Sometimes dialogue with PCs is best as quick one-liners; other times it's intense conversations. There is a happy medium between one-word responses and duelling monologues.
- Use Email Properly: Practicing good netiquette, trimming quotes, and sending no MIME, HTML mail, or attachments are all Good Things. Good spelling and grammar are also much appreciated.
- Share Spotlight/GM: There are other players. It's one thing if you think I forgot you, but another to complain because it's someone else's turn.
- Separate Player from Character: It is the GM's job to sell trouble to PCs; your only decision is how much to buy and from whom. The fact that I gave your PC the trouble she just bought is not a sign that I am mad at you.
- Accept GM Calls: Sometimes the GM has to say no. If you have a reason you think it's a bad call, go ahead and say so, but be prepared for me to tell you I have already thought about that. I don't always give reasons, either--but that doesn't mean I don't have them.
- Read the Web Site: That's where the rules and the background material are posted.
- Pay Attention/Remember: You don't have to memorize every detail of threads you're not in, but you should remember your own--and skim enough of other threads that you can answer when called on.
- Take and Give Constructive Criticism: And understand the difference between constructive criticism and kibitzing, in both quantity and quality.
- Separate Character from Player: It applies to the PCs and the other players too. And it's worth repeating.
- Play Nicely with Others: I have a hard-learned rule about gaming with jerks. I won't.
- Meet Commitments: Without being leaned on.
- Deal with Multiple GMs: We don't always think (or write) exactly alike. We have somewhat different strengths and weaknesses. But please don't dis my co-GM because he isn't me, or vice-versa; we wouldn't be sharing GMing duties if we weren't awfully fond of each other.
- Deal with PBeM Time: It doesn't move at the same scale as real time. Neither should your PC.
I would like players who can do the following things:
- Develop Cooperative Resources: Create NPCs and shadows and such that all the PCs will want to use. Talk to other people's NPCs. Visit shadows created by the other characters. Etc.
- Have an Answer Before You Ask: You have a better chance of being able to do something if you research how to do it and tell me when you try. Or have a justification, for those things not based in our reality. What's the worst thing that can happen? I can say no.
- Shore Up Weak Spots: I don't know everything, and I'm willing to take advice from experts. Become an expert on something.
Credit where credit is due: Thanks to Jvstin, MT Fierce, and Epoch for insightful comments and suggestions.