view the rest of the comments
196
Community Rules
You must post before you leave
Be nice. Assume others have good intent (within reason).
Block or ignore posts, comments, and users that irritate you in some way rather than engaging. Report if they are actually breaking community rules.
Use content warnings and/or mark as NSFW when appropriate. Most posts with content warnings likely need to be marked NSFW.
Most 196 posts are memes, shitposts, cute images, or even just recent things that happened, etc. There is no real theme, but try to avoid posts that are very inflammatory, offensive, very low quality, or very "off topic".
Bigotry is not allowed, this includes (but is not limited to): Homophobia, Transphobia, Racism, Sexism, Abelism, Classism, or discrimination based on things like Ethnicity, Nationality, Language, or Religion.
Avoid shilling for corporations, posting advertisements, or promoting exploitation of workers.
Proselytization, support, or defense of authoritarianism is not welcome. This includes but is not limited to: imperialism, nationalism, genocide denial, ethnic or racial supremacy, fascism, Nazism, Marxism-Leninism, Maoism, etc.
Avoid AI generated content.
Avoid misinformation.
Avoid incomprehensible posts.
No threats or personal attacks.
No spam.
Moderator Guidelines
Moderator Guidelines
- Don’t be mean to users. Be gentle or neutral.
- Most moderator actions which have a modlog message should include your username.
- When in doubt about whether or not a user is problematic, send them a DM.
- Don’t waste time debating/arguing with problematic users.
- Assume the best, but don’t tolerate sealioning/just asking questions/concern trolling.
- Ask another mod to take over cases you struggle with, if you get tired, or when things get personal.
- Ask the other mods for advice when things get complicated.
- Share everything you do in the mod matrix, both so several mods aren't unknowingly handling the same issues, but also so you can receive feedback on what you intend to do.
- Don't rush mod actions. If a case doesn't need to be handled right away, consider taking a short break before getting to it. This is to say, cool down and make room for feedback.
- Don’t perform too much moderation in the comments, except if you want a verdict to be public or to ask people to dial a convo down/stop. Single comment warnings are okay.
- Send users concise DMs about verdicts about them, such as bans etc, except in cases where it is clear we don’t want them at all, such as obvious transphobes. No need to notify someone they haven’t been banned of course.
- Explain to a user why their behavior is problematic and how it is distressing others rather than engage with whatever they are saying. Ask them to avoid this in the future and send them packing if they do not comply.
- First warn users, then temp ban them, then finally perma ban them when they break the rules or act inappropriately. Skip steps if necessary.
- Use neutral statements like “this statement can be considered transphobic” rather than “you are being transphobic”.
- No large decisions or actions without community input (polls or meta posts f.ex.).
- Large internal decisions (such as ousting a mod) might require a vote, needing more than 50% of the votes to pass. Also consider asking the community for feedback.
- Remember you are a voluntary moderator. You don’t get paid. Take a break when you need one. Perhaps ask another moderator to step in if necessary.
I really dig the PBTA model.
The door is not trapped.
The player is suspicious of the door.
The player rolls to determine if the door is trapped.
On a failure, it turns out the door was trapped and now there are interesting consequences.
On a success, it turns out that the door was trapped and the player feels good about avoiding the consequences.
Every outcome is inherently more interesting.
The only risk to this is players catch on pretty fast, they're not stupid. It makes the world feel more silly or videogame-y, which can be fine, but it's a design choice. For more realistic games or settings, it's better for things to be as they are, the players uncover what was already there (or not).
Another core philosophy is to paint with a broad stroke, and to leave holes.
If a player is looking at an object and thinks "this should do something", they're right.
I only gave one example of something that might go wrong. Here are a few more:
All of these lead to more interesting story and play, and most importantly, bring the players into what was always meant to be collaborative storytelling.
Throw out the book. Nothing is meant to be anything, unless it is interesting and engaging.
There's nothing more boring than "yep, nothing there" or "haha sucker, that'll teach you for not rolling on every single door and cobblestone".
That's what passive perception and hidden rolls are for, but I don't remember if DnD still has that. I mostly play Pathfinder. So in this example, the rouge forgets to check the door. But as a DM, I asked the player beforehand how thorough their character is, and if they automatically check every door in exchange for a time penalty. If there's no "pressure" like chasing or being chased, I assume they check every door if that's the kind of thing they usually do, and roll for them if they forget and there's something there. Obviously a careless rogue wouldn't do this, and maybe they wouldn't check somewhere they don't expect traps like a manor party, so it depends on the character and situation. Like if they seem nervous and alert they would probably check for traps everywhere.
My players trust me to be fair in this regard and it really made the whole thing a lot smoother.
That kinda just seems like you're playing the game for them.
It worked for us. We had a few moments like "you didn't check for traps so now you take damage" and they said "well obviously my character would have" and I was like "y'know what you're right. You're playing your character, and if you were actually in that world you probably would have checked for traps because you did so the last 100 times."
Similar how in real life you're not conscious of every little thing you do, most of it is muscle memory.