top of page

The Elderbourne Chronicles

Code of Conduct

1. Be Considerate.

    • Above Table

      • No tolerance is given for theft or aggressive behavior. Theft and aggressive behavior are grounds for immediate removal from the play area and the premises.

      • Respect the published Line and Veils submitted by your fellow players.

      • Respect the establishment in which we play.

      • Avoid excessive cross-talk that’s not relevant to the adventure being played. 

      • Some people love roleplaying their characters; others do not. Make a conscious effort to let other players speak and avoid talking over them. 

      • Allow other players to get attention from the DM.

    • Below Table

      • Although it can be fun to play a character who pushes buttons at times, D&D is a cooperative game where we all work together. Avoid disruptive gameplay. 

      • Play a good or neutral aligned character.

    • With the Dungeon Master

      • Follow the DMs lead.

      • Avoid arguing with the DM or other players over rules. The DM’s word is final.

 

2. Be Engaged.

    • Learn the Rules.

      • Read the Player’s Handbook.

      • Depending on the situation, we play Rules As Intended (RUI) and Rules As Written (RAW).

      • Homebrew does not mean “do whatever you want.” If you want to homebrew something, it has to have consistent in-universe mechanics and be approved by the DM.

    • Know Your Character.

      • Understand your character’s abilities, feats, and personality.

      • Be familiar with their actions, bonus actions, and reactions. Know your spells, attributes, traits, and feats.

    • Prepare Your Turn.

      • Don’t wait until it’s your turn to start thinking about your turn.

      • Your ideas may change based on what others do, and that’s fine, but be proactive.

    • Help Create the Story.

      • D&D is a collaborative storytelling experience.

      • Have goals for your character. This includes not only things you want to find or do, but also how your character might change and grow over the course of the campaign.

 

3. Play Fair.

    • Metagaming

      • Just because the player knows, doesn't mean the character does. 

      • Ask the DM first if you believe your character has certain information. 

      • Do not look up information concerning the campaign, quests, monsters, maps, NPC’s, or magical items. 

    • Rolling

      • All rolls must be open and honest. 

      • Other players and/or the DM has to agree if a die is leaning.

      • Blind rolls (floor, lap) do not count.

 

4. Have Fun!

    • D&D is a role playing game, the most important thing to have is to enjoy the game! 

    • Feel free to be creative in how you want to do your actions.

By participating in this campaign, I understand and agree to the following:

 

  • I will keep to the Code of Conduct.

  • I will make and play a character who—while potentially flawed—is either (a) actively heroic; or (b) a sociable, cooperative character who inevitably and actively begins growing towards heroism within the first five sessions.

  • The degree to which my character’s backstory becomes part of the adventure is the degree to which I create a compelling backstory and provide it to my DM.

  • I will make every reasonable effort to build meaningful short-term and long-term relationships with NPCs, and allow myself to become invested in their lives and goals.

  • It is my sole responsibility to collaborate with the DM and other players to provide my character with an internal emotional character arc (if desired).

  • The DM will not try to trick me and will give me a fair chance to avoid bad situations through clear foreshadowing. However, NPCs will likely withhold nonessential lore and character information unless specifically requested.

  • D&D characters can successfully complete adventures with no magic items, but we all know it’s far more fun to have them. With that said, I recognize that the more magic items a party has, the harder the encounters need to be. I also understand that treasure, magic items, and expensive spell components are not guaranteed simply because my character was there.

  • Creature alignments and morality will not always be determined by their species or type. Some monsters can be neutral, or even friendly, while some humanoids can be monstrously irredeemable.

  • The DM will balance appropriate combat encounters to make a TPK unlikely unless the party makes poor decisions; should a TPK occur, the party may have an opportunity to "fail forward" and continue the campaign, albeit with severe consequences.

  • However, some powerful enemies will be impossible to defeat through combat, therefore, the party will need to either gain levels, allies, or resources in order to do so.

  • I will not seek out any information, artwork, videos, or other media relevant to the campaign in general as well as any characters, locations, or lore within the campaign.

 

By the sacred oath of the Adventurer's Code, sworn before the ancient tomes and witnessed by the eternal flame of the Dungeon Master's will, all who partake in this fellowship agree to uphold the tenets herein, binding their honor to this pact until the final quest is fulfilled or the fates decree otherwise.

Witnessed by: Lord Éhryn Elderbourne

bottom of page