The following house rules will make guidelines and practices clear for game masters and players.
The game will be inclusive. Everyone at the table should have at least one turn for every encounter whether it be roleplay, combat, or exploration.
Some characters may end up having multiple turns. However, actions or decisions should involve all folks at the table. Initiative works well for combat. This initiative or other system can be used to help the flow for roleplay or exploration encounters. The game master can provide prompts and direct discussion traffic.
The game will remain positive. Heroes, albeit flawed, will work together as a party to complete a mission alongside personal character goals. Compliments will be handed out freely. Victories, discoveries, and performances will be celebrated. Murder hobos will not be seen. Main character syndrome will not exist. Characters randomly stealing from other characters will not happen.
The game will be fair. Players and characters will be rewarded equitably. Metagaming will be avoided. Only game masters roll privately.
The game will be friendly. Players will treat fellow players with respect and kindness. Players being combative or bullying other players will not happen.
The game master is the final authority. With player input, the game master will make a decision balancing the rules as written and the rule of cool to ensure that the game is fun, fair, and creative. Rules lawyering will not be practiced.
As part of their individual style, the game master will set some game mechanics suited for their adventure and will inform the players up front.