The Abraxas Social Contract

A creed for the table

The Abraxas Social Contract is a set of principles for players and GMs to follow. It isn't a formal contract — you can ignore it — but I hope you'll see its value and adopt it. There are no formal repercussions for breaking it; what happens when an infraction occurs is up to the group. (I recommend the offender sing a song, or be on the hook for snacks next session.)

Its aim is to foster collaboration and communication, and to set the game up for success. Abraxas is a system, and like any system it is open to abuse — intentional or not. The five principles below are your guideposts, for players and GM alike, when building characters and playing the game.

Principle I

Player Respect

Do not do things to undermine or sabotage a game. The other people at the table may have made time for it and care about the game and its source material enough that you would offend them. The GM juggles many things to coordinate a game so everyone has fun, and needs help to make it all work. Other players are also invested in seeing the game not be torpedoed by one player's actions. Abraxas works best when people communicate and collaborate. You were invited because people want you at their game — so be respectful, and have fun.

Principle II

Character Accountability

Your choices in character creation matter, and you need to be accountable for them. Occasionally a GM may suggest a modification, and will clearly explain why — the reason is always rooted in preserving the game's integrity. Games can get out of control when an overpowered character or ability gets into play, and that becomes a real problem for everyone. When a GM asks you to rework something, it is not because they want to ruin your fun. They want to protect the game and keep it fun for everyone.

If you have a rework suggestion for another player, talk to the GM privately first. If a conversation with the other player is necessary, let the GM make the call — they may be fine with the issue you raise, or have already accounted for it.

Principle III

Game Balance

It is not solely the GM's responsibility to keep characters balanced — everyone is responsible. As a player, build with an eye toward mechanical balance within the group. As a GM, evaluate every character brought to your table for viability. Balance is a group sport in Abraxas, and it only works when you talk to each other openly about the balance issues that harm the game.

Some questions to ask during character creation: are you built within the point caps the GM set, and are you balanced across attacks, defenses, and movement? Certain combinations of Enhancements and Powers are overpowered; indeed, certain powers are potent all on their own. The GM has the final say on what comes to their table — if they don't like something you've purchased and want it changed, change it. Balance is a deep topic, but players and GM are all responsible for deciding what is balanced.

Principle IV

Group Harmony

Build with the group in mind; you are part of a team collaborating to tell a story. People tend to stake out niches for themselves, starting at character creation. A niche differentiates you from the others — the elusive rogue who is hard to hit but lightly armored, the group Mage potent in the arcane but not physically gifted, the detective in a superhero game, the powerful psion in a sci-fi one. Whatever niche you claim, make it work within the genre and the point caps.

The goal is for every player to carve out their niche during character creation. A niche can be mechanical and conceptual, but it should be yours and yours alone — though overlapping niches are fine, as long as everyone involved is okay with the overlap.

Principle V

Privacy & Confidentiality

Some players have sensitivities around topics a GM should keep out of their games. GMs and players must communicate carefully and privately about what is off-limits. As a player, sharing this with your GM is up to you — if you think it might come up, you may want to say so beforehand. How much you share is your call; you do not need to go into detail unless you feel comfortable.

As a GM, handle player sensitivities carefully, respectfully, and privately. Make sure players know they can come to you, that such conversations stay confidential, and that you will keep your word. Do not ask for more than a player feels comfortable giving. Treat the situation with the utmost respect — and keep the game fun!

Not a rule, but an agreement — adopt it, adapt it, or hand it to your table at session zero.

Talk it over with your group →