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GRIFFONS DEN MEMBER

CODE of conduct

The Griffons Den is radically True Neutral in alignment. Everyone is equally welcome, provided they follow these rules:

Tolerance & Diversity Statement

We at the Griffons Den are deeply committed to tolerance and diversity, which includes but is not limited to diversity of: lifestyle, orientation, worldview, culture, opinion, free expression, values, religious belief, political ideology, social skill and neural-typical ability. The main thing that we will not tolerate is intolerance itself.

CODE OF CONDUCT

1. All behaviour must be conducive to the fun and enjoyment of all participants.

2. All players must express themselves in a manner that treats other participants with polite respect and decorum.

3. No player may attempt to oppress, suppress, intimidate, censor or stiffle the diversity and creative expression of others, except as relates to the above requirements for tolerance, diversity and polite decorum.

4. Do not monopolize the conversation. Allow other players to speak and avoid talking over others.

5. Avoid excessive cross-talk that is not relevant to the adventure being played.

6. When the DM speaks all other conversation stops.

7. Do not use social media to bully, shame, or intimidate other participants.

8. Avoid phone conversations at the table. If you must take a call, please excuse yourself from the room until your call is completed.

9. Smoking or vaping any substance is prohibited in the building or on the property.

10. All players are expected to be vaccinated and use appropriate health protocols when necessary for the collective health and safety of everyone who uses the Griffons Den. This includes using hand sanitizer or masks as necessary to manage potential risk, and staying home when sick.

11. TTRPGs require that players cooperate. PvP or inter-player conflict is strictly forbidden unless planned in advance (ie. a battle royale) or imposed by the circumstances of the adventure (a succubus charm or vampire domination effect, for example).

12. Role playing is collaborative story-telling where each participant contributes to the narrative in an improvisational manner that seems appropriate in the moment, according to the role they are inhabiting at the time. As such these games may include ideas or behaviors that may offend or make some individuals uncomfortable. All participants must be capable and willing to tolerate a certain amount of discomfort commensurate with navigating an environment full of individuals with diverse values and opinions. Those unable to tolerate diversity of thought and expression should not participate in our club.

THE PARADOX OF TOLERANCE

“If we don’t believe in freedom of expression for people we despise, we don’t believe in it at all.”
Noam Chomsky

Tolerance is a two-way street. All players must be tolerant and accepting of others, especially of those they disagree with, so long as such disagreement is expressed within the bounds of free expression laid out above. The exception to this rule of tolerance is when behaviour crosses from difference of opinion to the oppression of diversity or suppression of dissent. This dilemma is described by Karl Popper as the “Paradox of Tolerance,” because a community that tolerates intolerance will inevitably see intolerant actors overwhelm and supplant the tolerant. 

One individual’s rights end where another individual’s rights begin. No one individual’s ideology or beliefs hold a privileged status over those of others. Thus the Griffons Den firmly does not tolerate intolerance, regardless of what ideological perspective is driving the intolerant behaviour. Such intolerance of intolerance is the only way to preserve tolerance: this is Popper’s Paradox of Tolerance.

culture wars prohibited

As such a permanent and blanket truce in the culture wars is imposed and enforced at the Griffons Den. Our games are not a platform for missionary political crusades. It is a cliché truism that some who play D&D are socially awkward. Some are shy, introverted, have social anxiety, or are on the Autism spectrum. All players come to relax and have fun, not to walk on eggshells or be made to feel anxious about accidentally giving offence.

Tolerance is a two-way street. Those individuals who are unable or unwilling to tolerate the diversity of thought or free expression of other participants who do not share their own ideological views are not welcome at the Griffons Den. Like the City of Sigil, those who can not leave their crusades at the door will be expelled by our Lady of Pain.

TOXIC BEHAVIOUR

Our games exist for the fun and entertainment of all participants. Players who violate the above rules make the game unpleasant for those around them, driving other players away. To avoid this outcome it is necessary to firmly curtail toxic behaviour to preserve a positive playing experience for all. Players who breach the above rules will receive a warning and opportunity to course correct their behaviour. Those who fail to correct within a reasonable amount of time will be required to leave.

RAW TABLE ETIQUETTE:
DM/Player Rule Collaboration

1. The rules are complex.
2. DMing is hard.
3. DMs make mistakes. Constantly.
4. DMs must never be arbitrary dictators, lean on Rule 0, impose DM Fiat, or take the adversarial tone of DM as “God” trying to “kill” the players.
5. Everyone, DMs and Players alike, are ALWAYS learning the rules. No one, not even JC, knows the rules perfectly.
6. DMs are tasked with exercising adjudication only where rules are unclear.
7. If a DM doesn’t remember a particular rule they should ask the players!
8. Where rules are clear, DMs must follow them. That is the definition of a “rule.”
9. DMs must always welcome player help with the rules, and endeavour to follow the rules as best as possible.
10. Players can and should correct DMs on the RAW.
11. DMs can and should be THANKFUL for the help!
12. A player correcting a DM on RAW must only do so if they can immediately quote book and page number while reading the rule aloud.
Anything beyond a quick look-up of the rule in question will destroy the flow of the present session and must not be allowed by the DM.
13. If the rule quoted is not immediately clear to the DM then the DM’s job is to immediately adjudicate, on-the-fly, without wasting everyone’s time in boring technical arguments.
14. Players must allow DM rulings on the fly that run counter to RAW: NO ONE WANTS TO WASTE GAME TIME ARGUING ABOUT RULES.
Incorrect or uncertain RAW rulings can be researched and corrected between sessions and used as a learning tool for all present to apply to future sessions, without destroying the flow of the current session.