PICKUP GAMES There was another recent post that someone commented how players are playing pick up games, but they choose to play with friends. Some of us are here to play with friends over distance, with added tools, or for lack of playing space. Many others for issues of schedualing, living n remote regions, being beginners or a multitude of other reasons don't have anyone else we know to join in playing d&d. So there are many palyers looking for groups, starting pick ups, etc... I played irl with friends, then on another service with friends, I started to DM in some one offs here, and then I've been trying some longer campaigns with random groups or people from one offs. What I've found with these pick up games is ((This isn't meant as offence to anyone I've played with, just parts of my experiences that could be improved. There's been some good games)): Open inventations lead to dozens of players clicking and never posting. Players don't show up, show up once and never return, or attendence is spotty. The DM can sometimes disapear for weeks or be completely disorganized. House rules are not clearly explained before the game. Drastic player differences can cause conflict, something that needs DM resolution and isn't useful perpetuating. Pick up games seam best to me for one offs. You can use these to hand pick players for longer running session serries, ones that match your play style and mesh well together. In addition to this, if you're looking to run a longer campaign successfully, then you might want to consider a social contract. SOCIAL CONTRACT Seeing as I played with friends, I found this idea that was rather new to me, but essentially what we do each game when we look for players...stating the rule system, game times, etc... but more in depth to make sure everyone's expectations are the same. Mismatched expectations are where conflict come in and it is useful to avoid them up front to keep things running smoothly. Here is an article about social contract, with suggested list of items to include: <a href="http://rpgathenaeum.wordpress.com/2009/04/07/is-a-social-contract-right-for-your-dd-group/" rel="nofollow">http://rpgathenaeum.wordpress.com/2009/04/07/is-a-social-contract-right-for-your-dd-group/</a> We don't have to worry about snacks so much as bathroom breaks. Other things to add after player discussion: Outside communications needed (such as skype) Loot splitting (also party fund) How much meta gaming is acceptable Player death (saw this in another article) Resolving player-player conflict (this is after one bad experience I had recently) Timing...What time the game starts, how long players should wait if GM is delayed (I'd suggest 15 mins), etc.. Giving notice (should give notice if going to be late, etc) Criticals and failures (critical failures should need to be confirmed, there's some good discussions on this out there) Any other variation rules to be used (ex: alternative spell charging, Unearthed arcana p154) The DM can add things to this later when problems arise: If turns are taking too long that person is delayed in initiative OR players get +1 to attack if ready/-1 to attack for taking more than a minuet to act. Players trying to steal/bluff/etc other players is causing game disruptions, players cannot attack/steal from one another