If it's the DM's job to make sure the players have fun...What is the PLAYER'S job?


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The player's job is to dance when I say dance!

Really, though, to be prepped to game when its time, and generally not try to sabotage the fun of others at the table. IOW, generally to be a positive force* within the campaign narrative.

* As in, help to drive the story forward instead of trying to mess things up.
 

The player's job is to dance when I say dance!

Really, though, to be prepped to game when its time, and generally not try to sabotage the fun of others at the table. IOW, generally to be a positive force* within the campaign narrative.

* As in, help to drive the story forward instead of trying to mess things up.


That's the biggest thing for me I think. Character actions should, while staying in character, work to drive towards the narrative of the game. Whether that be some overarching story, group goals in a more sandbox style game, or fun combat in a hack and slash game. Or all three of course.

But I believe the player's actions should work to enable fun. For themselves and for the other players. If Player A wants to be a beat stick in combat then Players B & C picking up abilities/feats/stunts/whatevers that allow them to assist Player A or set up opponents for Player is a good thing. On the other end of the extreme in playstyles, if Player C wants to do deep roleplaying about their character being a recovering alcoholic, then Players A & B working in their characters aiding C's character or hampering him through their own partaking, then that is a good thing as well. That's a bit of an extreme example, but my brain is dead right now and I can't come up with anything better.
 


If you're a player, chances are pretty good that you're character is an adventurer.

So go adventure.

Want something to happen? Go make it happen. Want information? Go get it. Need a contact or an ally? Go make one. Need something? Go find it. Got an enemy? Go open a fifty-five gallon drum of concentrated, industrial-strength, now-with-unobtanium whoop-ass and drown him in it.

Here're the keys to the game. You drive.

But please, whatever you do, don't just sit there.
 



At a bare minimum, I just want all of them to wear pants.

Damn, my bunch were doing great until this one.... :heh:

Really, I think players do have some responsibilities, just like in any group activity. "Don't be an ass" is one, but, also, "don't waste everyone's time" pretty much covers everything else for me. Pissing about because you can't be bothered to learn basic character rules is wasting everyone's time. That sort of thing.

Other than that, I agree with pretty much everything that's been said.
 

A lot of people have covered the things that I would say: be prepared, have fun, help others have fun, bring beer or caffeine, a functional character sheet that prompts the player on how rules typical to their character work, etc.

So, what I'll say is that a basic requirement is to have a character that's reasonably functional. Every player in the party is depending on other players to do certain jobs well so that they can have fun. It's not fun if your character is constantly dying and it's not even the result of your decisions. If you're the PC who's going to be the face guy, devote some resources to being good at that task: items, abilities, feats, skills. If you're the tank, maybe light armor's not such a good idea. And maybe the party doesn't need a third skill monkey. If the party needs a cleric, the party needs a cleric. Try to meet the rest of the players AT LEAST halfway in your character design. It would be nice if that character concept also met the DM's campaign concept halfway as well.

In short, communicate with other players and build a solid character mechanically, so that everyone can have fun.
 

Players should:

Show up on time.

Have everything they need for their characters (dice, pencils, books)

Know their character's abilities.

Respect the other players' time (DM included) by not hogging the spotlight, and planning out their next action.

Respect the DM's adventure by accepting the premise and not going off on tangents (unless your DM encourages this, but most DMs have to plan somewhat).

Not take things too seriously/personally.

Act in character as long as it doesn't ruin everyone else's fun.
 

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