Feel free to use any of these group rules.  There are two different versions from two different groups .  Though these examples are D&D based, tweak and adjust them to fit your particular game system and group.  The purpose of having group rules is to let your players know exactly what is expected of them, and so that everyone is all on the same page regarding conduct and professionalism.  If necessary, allow the players to vote on them for acceptance or modification, otherwise just implement them outright. FIRST GROUP RULES Thank you for joining the group, we are happy to have you here. If you're as excited about playing as the rest of the group is, then you will surely have a great time. On the other hand, coming to a session not expecting to have a great time will usually end up that way, or in other words, the level of enjoyment you expect to receive is entirely based upon what you intend to make of it. Please remember that you are occupying one of a limited number of seats for this group and campaign, and that all potential new applicants will be turned away after the admission period is closed. You have been selected for the character class that you represent, so you are expected to exhibit the required level of dedication and log in for game days as scheduled, since many other people are counting on you to be here to faithfully execute the duties of your post. Frequent absenteeism results in expulsion and subsequent replacement (usually within 24-48 hours) thereafter. There is a waiting list. 1. Initially, we only use the core rule set outlined in the Player's Handbook including proficiencies. All other rule books are available for later inclusion, including with the exception of _________.  The current campaign setting is ___________ used along with commercially released and play tested adventure modules. At the DM's discretion, other edition modules may be incorporated into the campaign setting as needed. 2. The game is played using the rules as written. "House rules" are not adopted, with the possible exception of critical hit and critical fumble tables for unmodified, automatic hit, double damage, natural rolls of 20 or 1 respectively. 3. A single action ends a players turn, which immediately follows the optional expenditure of up to half the character's movement rate. Also, at any point during game time when a description is being offered by DM, any player may interrupt to state an action. 4. If a player, or the group wishes to adopt a legitimate rule (from any of the official published materials), merely present the request to the DM and group for consideration before actual game time use. By following this protocol, it will extend the DM some basic common courtesy with respect to briefing himself on the specifics of the proposed ruling addition. Sudden, unplanned rules usage during game time will not be allowed, unless for approved testing of said rule, with the consent of all present. Remember most rules go both ways, so be sure you are comfortable with having those same effects applied to your character as well, not just the monsters. 5. To have a realistic gaming experience, we do use weapon speed ratings (and weapon size constraints), as well as any other initiative modifying conditions (like spell casting times, magical weapon bonuses), etc. 6. Experience points are award in several ways. This may be when a character utilizes their skills in an effective manner that benefits the group, when a character performs an exceptional action, when a character has a brilliant idea, when a player encourages another player in a meaningful way that enhances game play, successfully passing an alignment challenge, when a puzzle is solved, when an encounter is overcome physically or otherwise, when a quest is completed, when a session has ended, or for any other reason at the discretion of the DM. XP is not given for gold acquired.  7. Only one level is allowed per adventure module, if enough experience is acquired for two levels, the number of XP will be adjusted by the DM to 1 point less than the amount needed for the additional level. Excess XP is discarded. Training and the associated cost of training is required for the level to be awarded. Players vote on each others in-game character performance of 1, 2, 3 or 4 which represent the number of weeks of training needed to level. Each week costs 1000 GP, so four weeks would be four thousand gold pieces to level up. So, play your best! 8. Please notify the DM via email of any commercial modules that you may have already played, so that it can either be skipped (when possible) or at least things can be adjusted. Until that time though, we ask that you silently recuse yourself from leading any initiatives in the game that may compromise the enjoyment of the adventure for other players and ultimately the group as a whole. 9. At the completion of each adventure, you must be present to receive payment and the XP that goes along with it, unless you notify the DM at least 24 hours in advance of an unavoidable situation. Also, DO NOT edit the XP field in the character sheet as this will be handled by the DM. 10. Since at times a session may be streamed to the internet and viewed by followers at any given time, to maintain professionalism, any rules question posed will be noted and resolved via private message at a later time. It is important to keep game time productive and moving forward. Any temporary ruling made by the DM is to be used during the course of the session, but may be revised afterwards in the DM Session Log, if necessary, to reflect any applicable adjustment. The DM does not ignore any question and will clarify any concern. To make your case, a book and page number MUST  be provided, otherwise the question has no standing and will not be considered. 11. Substitute DM responsibilities. If a player volunteers or is asked to host a session as a substitute host, there is one governing rule...document the session. Otherwise, if a claim is made at a later date regarding treasure found or XP earned with no supporting evidence to support that claim...it will be denied. So be sure to keep accurate records to document the proceedings or any progress made will be lost. There are no exceptions to this expectation. 12. As posted, this group is solely for players with experience, who understand how to operate their particular character class in a professional team environment. As professionals, players understand they are to have their actions determined prior to their particular turn so as to not stall game play, or disrespect other players by forcing them to wait. Due to the fact that we are playing commercial modules, and there is a high level of important detail, it is imperative that players are engaged and focused and not distracted with other activities like television, etc. If a player does not respond to their name called for their turn, they will be passed in a standard ten second count down, be placed at the end of the turn order, or skipped entirely beyond that point. 13. At no time does the DM give permission to access any players personal information in Skype. Between session player discussions are handled in the roll20 forum, and should not be made elsewhere. Players are encouraged to not jeopardize this main group by attempting to coordinate and engage the DM's players in other, extracurricular activities, as this inevitably becomes nothing more than a source of conflict and disruption, is expressly forbidden, and is grounds for immediate termination. Notify your DM immediately should you receive unsolicited, unwarranted contact from another player from this group. 14. In this campaign setting, magic is rare. There are no such things as "magic shops" as making magic items readily available cheapens and denigrates magic. Magic items can only be made by people of a high enough level, as stated in the published game system rules. 15. "Instant kill" devices, gunpowder or any other type of homemade explosive concoctions are not allowed in game play. These end up being crutches and as a result character play suffers as a result. 16. Understanding that there is a slight lag in response time when using Skype, the hardest and most difficult thing to control is the inadvertent "talking over other people" or the effect of "talking out of turn". If you watch a recorded session of other groups and pay attention to when more than one person is talking, it is nothing more than a jumbled mess where no one can be heard . Let's try to contain our enthusiasm as much as possible, otherwise it literally turns into a noise fest, and honestly who would want to tune in to listen to that? Lastly. DMs DO make mistakes, please be considerate and save any criticism to after the game via email. Discretion exhibited on a players part goes a long way. The DM may make up for a less than perfect call, so please maintain professionalism and extend an opportunity to the DM to correct any potential error. LEGAL DISCLAIMER: Sessions may be broadcast. By participating in this group, you agree to allow your voice, the content of your conduct, image or any other element associated to you and your visage, persona and the like to be used with consent for the purpose of transmission, duplication or any other method of communication and do waive any and all rights thereof and hold harmless roll20, the host and participants of said group, along with their affiliates from any legal action at any time now or in the future. SECOND GROUP RULES During the next 90 days, each person applying for membership will be analyzed, scrutinized and evaluated for key characteristics. Upon satisfactory analysis, members or DM may call an applicant membership vote. Based upon each player’s capabilities and talents, the DM may at any time transfer players between groups. This is a natural process and should not be viewed as disciplinary action, as the purpose is to aid in the development of the individual and strengthen the party as a whole. 1. Have fun! This game system has provided countless generations of gamers with a unique opportunity that has garnered decades of immense popularity and shouldn’t at any time feel like a job or chore to those involved. To maintain player interest and provide periodic breaks, game sessions may not occur on a consistent day, time or frequency. Flexibility is exercised to accommodate all available members and will be determined on a session by session basis. Members will be reminded by email of the next scheduled session date and time, when different from the current schedule. The best time to play is when everyone is excited to play!  Above all, communicate with your DM, express your likes, dislikes and desires, so as to move the campaign forward in a direction that interests you, the player. After all, it’s your world; make it the best that it can be. 2. Players must be ages 14 and up. Under age players must be accompanied by a participating adult. Unaccompanied minors will be charged a $25 per session fee and must have a completed and signed Adult Consent Form (available through the DM). Session organizers are not responsible for unclaimed participants at closing time. 3. Player conflicts of interest during, or outside of game play, are not permitted. To maintain individual player focus during group game play, no personal devices are allowed (i.e., cassette, CD, DVD players, video games, cell phones, etc) except when party members become separated or during down-time. Use of library materials area permitted during game time. Likewise participants of online equivalent games, such as World of Warcraft, may be terminated if guild raids and meetings consistently occur on, and interfere with, scheduled game days (see attendance requirements outlined in rule 4). Any and all potential vehicles that attempt to impede and retard campaign progression will not be tolerated. 4. This is a team sport, and each position in the group has been awarded to a qualifying player to fill a unique role and aid in the survival of the entire party. Member delinquency ultimately has adverse effects on the entire party, therefore, attendance is monitored on an individual basis and part time or bi-weekly availability is not allowed. Members failing to appear for 4 consecutive sessions, without a valid reason (emergencies, illness, moving, car trouble, financial issues, personal problems, work, school, personal leave, etc), will be terminated from the group by a group vote. Likewise, those members with unexcused absences in excess of 35% of annual games played will also be considered for termination. Offending members will be notified by email as to their status. Vacant positions within the party will be awarded to the next available registered role-playing applicant in the DM player local database. All terminated character equipment, assets and wealth gained during the campaign, will be sold publicly at the current market resale value, and a lump sum gold piece equivalent value will be transferred into a common "group account” for loan making purposes (to other party members) at a reasonable, realistic interest rate. The group may vote to hold a private auction for rare items thought best to keep within the group. Offending members may present the group with an in-person petition for membership reinstatement and be privately voted thereon. 5. Players must have their character’s action determined in advance, prior to their round. All players use a standard three minute timer. Those “on-the-clock” are allowed to speak, and are thus considered to “have the floor”. Excessively disruptive players talking out of turn will be suspended from the session and may be terminated from the group. Failure to state or complete an action during the time allotted, results in a player’s loss of round and is considered to be a “pass” or null action. Players may choose or be allowed to complete their turn at a later initiative segment. 6. Group members vote for session breaks at any time. Leaving the table outside of scheduled breaks or falling asleep during extended sessions, will result in a loss of one hundred character experience points per incident. Multiple incidents per session may occur, not to exceed 500 XP points. 7. Encounters killed may be searched by the character responsible for the final death blow or may elect to transfer that privilege to another party member. 8. For overall party advancement, it is recommended (but not required) that all treasure found by individual characters (notified by DM privately) be split amongst all nearby characters and/or by group consensus, unless considerable time is spent searching for “found” item(s). The DM may secretly roll an INT check for nearby characters to be allowed to view private findings. In advance, the party may vote for a gold piece threshold amount for this requirement to take effect. Currently a G.P. threshold of 5000 has been set (including gems). Items found that can only be used by other characters, may be given or sold accordingly. No DM or player retribution is allowed against those characters that consistently retain findings. 9. It is customary for characters to reimburse all spell caster scroll, potion, spell components and chemical costs used upon them. 10. Those not present for experience point distribution, are considered forfeited and may not be claimed at a later date, unless with an excused absence (see rule 4). 11. Due to limited seating, and the distractions resulting from non-players, spectators are not allowed. If there is a need to increase the party skill set, by adding a necessary character class, members may vote to allow a potential player candidate to observe or participate in game play for a total of 48 hours (in any increment). After which point, members and DM may vote the new player into the group. The typical rule of thumb is “If you stay, you play.” 12. Members may elect to vote out a player for any serious reason. 13. All voting is ruled in favor of the majority, as determined and judged by the DM. The DM retains veto power. 14. All die rolls must be witnessed by the DM and finalize on the table (without being interfered by any other object). Rolls experiencing any type of interference must be rolled again . 15. Unruly players will be ejected from the property for the duration of the gaming session. Player questions regarding DM rulings (involving physics or other higher sciences) need to be asked after game sessions. The DM reserves the right to terminate any unnecessarily overly argumentative and counter-productive player. 16. No food or open drinks are allowed on the game table during game time. 17. All reference books, miniatures and supplemental materials, including character sheets, are to be left in the care of the DM after every game session. Players may request of the DM an unofficial, at home, character sheet work copy for spell research or other needs, at the end of any game session, 18. The reference library computer system is available for use by all members at any time. PDF versions of all gaming aids are made available to all members for personal home use, provided they bring a USB flash device for transportation purposes. 19. Only official published rules (as written) and 25mm scale metal miniatures are to be used. Character figures will be initially provided by the DM until players are able to acquire their own (upon membership acceptance). Recommended brands with metal bases include, but are not limited to Ral Partha, Grenadier, TSR or any other suitable equivalent. 20. No inter-player combat to the death is allowed, unless under special circumstances, as stipulated by the DM, or in an act of survival, due to life threatening conditions brought about by the adventure module itself. 21. The DM must abide by the information stated on any character sheet in any and all situations where and when it is dispatched. There will be no “reading between the lines” or assumptions made at any time by the DM. If any required information is not stated or clearly expressed on the character sheet (or supplemental paperwork), then by default all DM rulings stand as judged accordingly. Player claims made without supporting documentation are baseless / null-and-void. 22. As stated in the core rule books, player characters may move up to half their allowed movement rate and complete one stated action. Action finalizes a character round. Multiple actions per round are typically not permitted. 23. Experience points will be awarded to members who dress in character appropriate apparel. 24. Members that have a high-speed internet connection, webcam and microphone may join any game session via the world-wide-web at any time, when available. 25. Twice per year, members and DM will write and submit privately a personal, constructive criticism report on each other member for the purpose of improving the party overall and to critique other members on their handling of all aspects, including but not limited to, character development, role-playing, game play and overall effectiveness, as well as their strengths and weaknesses, areas of expertise, areas of improvement, areas of concern, comments etc. These reports are to be shared with the group anonymously and retained for two years. If areas in need of serious improvements are not met as anticipated, offending member may be subject to termination. 26. The game option of using ________ is not currently supported. 27. The game options of weapon space, weapon speed during combat are currently not supported. 28. As stated in the rules, character leveling is not automatic. Experience is awarded after returning to town to “share the information” among other people (hence the name “experience”). Only one level may be attained during any gaming session. Paid time training is required to achieve next level (cost and duration specified in core rules). Extra experience points received (prior to level advancement) are postponed to a later training date as specified by the trainer. Unless otherwise stated, no experience is given for gold or magic items found. 29. All player personal contact information is kept in the strict confidentiality of the DM and is not sold or shared with other third parties. Player to player correspondence is handled via the group email address. This assists in dissuading subversive activities that ultimately cause detrimental conditions to the group at the expense of the organizer. Report any inquiries for private data by unauthorized individuals to your DM immediately.  Accessing the DM's player's personal information is expressly forbidden and grounds for immediate termination.   30. Oversized or novelty dice are not allowed on the game table. 31.10’ wide doors (two 5’ map squares) may be blocked by two small/medium or one large sized character(s) (e.g. 20’ doors by 4/2 characters, 30’ doors by 6/3, etc). Diagonal attacks through door openings are allowed. 32. Player requests requiring time-consuming DM decisions such as spell research, land purchasing, etc. must be conducted via email outside of game play.