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Player Responsibility for the GM's Fun??

Lanefan

Victoria Rules
I expect my players to entertain me via what they have their PCs do or say, and the personalities they give said PCs. In return I feel they have a right to expect me to entertain them with the game I run.

Beyond that, nothing much matters.
 

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smbakeresq

Explorer
I expect my players to entertain me via what they have their PCs do or say, and the personalities they give said PCs. In return I feel they have a right to expect me to entertain them with the game I run.

Beyond that, nothing much matters.


Nothing is more infuriating then players NOT acting in character as their PC would. You don't have to use various voice accents, but please play your PC as if you were the PC.
 

I think that a player absolutely has a responsibility to the DM (and to other players) when it comes to fun. A DM has to juggle a whole lot of chainsaws and torches, and anything that makes that easier is appreciated.

As far as those responsibilities, by my book:

-Don’t smell
-Don’t cheat (whether by dice or rules "mistakes")
-Show up on time
-Be ready on your turn
-Engage with the DM’s world
-Don’t purposefully tank the DM’s plotlines (I'm not going to railroad you, but don't try to sabotage my campaign, either)
-Don’t cause trouble with other PCs
 

Lanefan

Victoria Rules
-Don’t smell
-Don’t cheat (whether by dice or rules "mistakes")
-Show up on time
-Be ready on your turn
-Engage with the DM’s world
All good to here.
-Don’t purposefully tank the DM’s plotlines (I'm not going to railroad you, but don't try to sabotage my campaign, either)
I'm on the fence on this one; as I don't mind if the players/PCs decide to go off and do something I don't see coming. In fact, I see it as a sign of decent engagement with the DM's world if they do this rather than just tell me my plot sucks. :)
-Don’t cause trouble with other PCs
I'm over the fence on this one; anything goes here, with the known-by-all proviso that what goes around comes around...

Lanefan
 

I suppose I should instead say “group goals” rather than “DM’s plotlines.” I can improvise and adapt, but when a player just says “no, I don’t want to do the thing” after the entire group said “yeah, let’s do the thing!” that makes my job a whole lot more difficult.

As far PC conflict, I’m fine with that. It’s when it’s just messing with another character, like saying “Oh, a mysterious pool that we don’t know what it does, I throw Harald into it.” Well-role-played conflict is fine. Just doing stuff to another PC “for the lulz” just seems like bullying.

All good to here.
I'm on the fence on this one; as I don't mind if the players/PCs decide to go off and do something I don't see coming. In fact, I see it as a sign of decent engagement with the DM's world if they do this rather than just tell me my plot sucks. :)
I'm over the fence on this one; anything goes here, with the known-by-all proviso that what goes around comes around...

Lanefan
 

dragoner

KosmicRPG.com
I suppose I should instead say “group goals” rather than “DM’s plotlines.” I can improvise and adapt, but when a player just says “no, I don’t want to do the thing” after the entire group said “yeah, let’s do the thing!” that makes my job a whole lot more difficult.

When the rest of the players decide to go into a dungeon, and one player says their character isn't going in, it is not the GM's problem, in fact rewarding that one player with one on one gaming disrespects the other players. It has happened to me as GM, and I've looked at the offending player as "really?"
 

Imaro

Legend
Nothing is more infuriating then players NOT acting in character as their PC would. You don't have to use various voice accents, but please play your PC as if you were the PC.

I would say expecting the GM to know your character better than you is one of those things that ranks up there for me. I have no problem in a game we've just started with new rules but if you are still asking me how an ability of yours works after 10+ sessions... yeah I get a little irked.
 

5ekyu

Hero
I realize this is a very subjective question but I'd be interested in hearing whether people think the players have any responsibility for their GM's fun and if so what the responsibility of players are when it comes to their GM having fun and enjoying the game.

Ok so, first, the responsibilities are set by the group at the table - each table may be different.

Second, for my games the primary responsibility is to try and have fun and help others have fun. That definition of fun varies within the context of thr group and the game.

So, basically, intentionally trying to derail or thwart other player's fun is bad. Going against the agreed upon game-setting-genre conventions is bad.

basically, do not be an *** that tries to draw fun for counter-funning the others.
 

Shasarak

Banned
Banned
When the rest of the players decide to go into a dungeon, and one player says their character isn't going in, it is not the GM's problem, in fact rewarding that one player with one on one gaming disrespects the other players. It has happened to me as GM, and I've looked at the offending player as "really?"

What I have seen in this situation is that the majority of the time is spent with the rest of the players and that the player who does not go in to the Dungeon misses out.
 

pogre

Legend
This something I posted last year:

It has been a very long time since I have played in a campaign. I'm nearly always on the other side of the screen. Last fall, an acquaintance of mine invited me to play in a 5th edition D&D campaign. I knew the other players, but had never played a game with them. I thought I would give it a try. At worst, I figured I could chalk it up as an experience that confirmed my view my natural position at the table was as a DM.

Having been on the other side of the screen for so many years, I endeavored to be the best player I could. Someone I would want at my table for every campaign. I have not always succeeded, but I thought we could share some tips on being a player who adds to everyone’s enjoyment of the game. Here are my thoughts:

1. Be Consistent: Make the agreed play time a priority. Show up on time. Bring all of your necessary materials. Be ready to play.

2. Be Flexible: Use a character concept that fits the DM’s campaign world vision. Play a character that lends itself to story hooks. Create PC obligations tied to the campaign world. Give the DM anchor posts to use if they wish to. Orphaned barbarians from wiped out villages are OK, but ask yourself: Is your PC background giving the DM something to work with?

3. Be Creative: Don’t be afraid to offer adventure ideas, but don’t be offended if the DM does not use them.

4. Be Enthusiastic: Bring positive energy to the table. Be well-rested and engaged in the game. This is one I can improve on - I sometimes come to the table pretty tired from work.

5. Add to the game: Can you add props or maybe a log to share. We have a player that made us all fancy name tags for the early games that were really helpful in learning and using everyone’s characters’ names. I wrote a log that I shared with the group - you can read it in the Story Hour section of ENWorld. *Shameless Plug* We all have painted miniatures. Maybe you have artistic ability and can do a group portrait. All of these things help add to the campaign - I hope you have more suggestions to share!

6. Be Open: This one is more directed at old DMs that are playing (like me). Be open to new ways to experience the game. Try not to judge the DM’s style. Relax and enjoy a slightly different take on the game. This has really helped me enjoy playing more.

7. Be Generous: Of course, bring snacks to share, but also make a conscious effort to share the spotlight with other PCs. Bite your tongue on occasion, and allow others to lead conversations and give ideas.

8. Help The Game Run Smoothly: This depends on the DM, but perhaps you can run combat initiative or keep track of condition markers. Don't get in rules arguments - accept the DM's ruling and then bring it up again in a friendly matter via email after the game. Be ready to accept a ruling you disagree with.
 

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