So it has finally happened; the monster rears it's head again! The problems of social roleplaying are many and varied; but in our situation that's amplified by playing over the internet with people we don't know well and also because our game involves so many players. Many of you will have heard of West Marches; the game that Maladon is loosely based upon in terms of design principles. Well; it's a sobering thought that Ben Robbin's original West Marches game (and indeed my own first attempt to run Mystbound Realms face to face) ended in failure, with neither game reaching their conclusions because of the Social Monster. Ben Robbins described his own game as a swirling maelstrom of jealously and ambition and I am beginning to see the same sorts of patterns emerging. To that end, I would like to try and set up some rules and guidelines for sorting out all of this type of stuff. 1) Choice is KING in TTRPGs; we play them because we can do anything as a player. Thus Rule 1 of a TTRPG is this: NEVER should any player try to stop another player from playing their character or from taking any action that they want to take. That might cause a disaster or a TPK but choice is very important in this medium. Having said all that; if one person has total freedom, everyone else has none. So there has to be a balance. 2) Allied with rule 1 is this; if your character would not like what someone else's character is doing, absent your character from the scene in some trivial way so that your character does not see what is going on. This is a GAME; make room for other people to play. The game is about the overall story, involving all characters; not just your character. It is also fine to roleplay an interaction or conflict in character; but note that the conflict should be played out solely to heighten the roleplaying experience, not to try and obstruct someone else's choice. What I am trying to say is that players should only argue with other players about their character actions to highlight the drama or spot-light the other character's actions, not to try and stop them from doing stuff. In-character arguments should be about drama, not because you are invested in a particular outcome. 3) If players are having real problems; a scene being spoiled or something of that nature, they can call TIMEOUT in game! Once this is called, the game stops and that player must quickly summarise what is wrong. TIMEOUT can last a maximum of 5 minutes and perhaps can also first be handled by a chat discussion as the game is going on, so that we can work out what the problem is. We can't call TIMEOUT every 5 minutes and so only two are allowed per game session. 3) If players are having persistant problems with another player, please first talk to the player about it in a private message or on Discord if possible. Please also involve me if you feel it is not resolvable. When talking with other players about problems, try to be objective. 4) Loot is a common area of trouble. If you want to roleplay a greedy character, great; just know that if you are found out it removes the PvP lock and allows other characters to kill your character. And let's face it; that kind of RP is really an excuse to be a dick if we are all being honest. This is an example of where one player's choice obstructs EVERYONE elses'. The root of this kind of behaviour is selfishness not roleplaying and I won't encourage it. 5) The DM can also be a major area of problems; let me know if a storyline is too dark for you, or you feel your character is not getting enough sptolight time or is not getting enough sessions or anything else. I am human (yes really; the Aboleth is not my real voice, honest) and I make mistakes. Tell me!! 6) I think session sign ups are now also an area of conflict. How do people want to resolve this? I don't want any more rules; let;s have some sort of agreement and discussion please. Let's not let the Social Monster eat another game! Let's talk openly and honestly and all try and listen to make the game better for everyone.