It seems we (the active responders on this thread) seem to all be agreeing on the fact that (A) if you don't document the rules clearly and thoroughly in the game desc, you're leaving it to interpretation of the players, and you should avoid using terms generic terms like FFA, diplo, etc, in isolation, and really need to document what you as the host want the game to be (alliances yes/no, gangbanging [this is a terrible term, is there a better term for this?], declarations yes/no, private chatting yes/no, etc), and (B) even with defined rules you still may encounter players who just won't follow the rules, and there's really no surefire way of dealing with these unruly folks in the game. Maybe the host can sway them, maybe the players can gang up on those folks, but maybe not & the best you can do is blocklist them from future games.
@Ethosys
i think in general this honourable no honourable issue is not honourable. in most cases it's used by ppl that tend to restrict themselves and expect others to do the same.
Don't get hung up on the word 'honourable', this is really just a way of saying "those who will abide by the rules" (honourable) and "those who won't abide by the rules" (dishonourable). Meaning that even if the rules are clearly stated, "dishonourable players" may break them anyhow if it benefits them, so we're not focusing on finding a surefire way to set rules that all must comply with, but rather a set of rules that for those "honourable players" who will follow rules if they are clearly defined. If the rules aren't clearly defined, then the host is effectively leaving the interpretation up to the players, and there are bound to be differences, and at that point it's not a matter of "honour", just a poorly created game that created ambiguity and chaos.
Disallowing private chat could also mean no alliances whatsoever. It's best to check game description or ask host in public chat.
Totally agree with DanWL on this point. Disallowing private chat alone is still ambiguous. It's important to document in the game desc why the host wants no chatting & what players are meant to do/not do in lieu of it. This applies to several game settings actually. Whether surrenders need to be accepted or not (when someone surrenders, do you need to accept? Can you hold back your acceptance if it benefits you for that player to remain? If someone does, do the remaining players need to gang up on that person until he accepts?), manual boot (is it okay to boot someone once their time runs out? can anyone boot or just the host? do we need to wait until a certain turn # or certain # of hours after boot time, is it okay to boot someone if it's going to wildly affect the outcome of the game?), even banked time & turn time lead to arguments - is it okay to use up all your time each turn or is that stalling? And likely several more. Unfortunately it's exhaustive to write rules that cover every aspect of this, so I'd recommend to focus on the ones that have the most impact to the game you're creating.
@Random
Hmmm...from an etiquette perspective, I disagree with the host having no priority. Host should definitely be tiebreaker...and people should follow what the host says after answering a question
This is another facet which players often disagree on. Some treat the host as the DM, has final say in all matters. Others treat the game rules themselves as the master, and once the game has started, it doesn't matter what the host says, the game is the game. Others treat the consensus of the players in the game as having final say, and likely other variations. I do see more tendency to let the host have final say when the rules include "Host will decide in all other cases", esp when the games are specialized scenario games, diplos, etc, and not just straight up FFA-type affairs.
One thing I find really annoying are games where the host tried to list out the rules, wrote a bunch of text in the game desc but it's poorly written, and there's still ambiguity and chaos. Rules like "no backstabbing" (what is considered backstabbing? esp if it's supposed to be a non-alliance game?) or "no gangbanging" (same idea; if there's no teams, no collusion, it means players are just doing their own attacks as they see fit without coordinating with each other, so how to avoid gangbanging? They'd need to chat and coordinate in order to avoid it) or when 2 rules don't mesh well, like "1) no teaming up, 2) must declare alliances in public chat". Or even worse when rules include silly meaningless comments like "fairplay only, no cheating, no dishonourable plays". Once you've played here for about a year, you've probably seen all of these and more. I stay away from those games, b/c the rules are crap from t1.