How to be a better player

Think about what you are going to do before it is your turn.


If you ever get a chance, read the Amber Diceless RPG rules, they will help improve just about any gamer.
 

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sniffles said:
Okay, I'm sure this one's been done before, but the various threads on bad player behavior and how to be a better DM have made me want to start this discussion. Here are my suggestions for being a better player (not necessarily in order of importance):

1. Be prepared. Always bring whatever you need to bring. Know what you need to bring. Even if the GM provides everything, be mentally prepared to play when you arrive.

2. Pay attention. Don't sleep, read, watch tv, kibbitz with other players, play your GameBoy, snog with your girlfriend/boyfriend, play with the puppy, or do anything else that keeps you from keeping your mind on the game (this one is my downfall, I fear).

3. Know what is expected of you, both in the game and out of the game. If you don't know, ask.

4. Show up on time, and if you can't, let everyone know as far in advance as possible.

5. Have fun. But not at the expense of everyone else's fun.

6. Treat everyone with respect.


I'll agree with all of the above but would like to add FEEDBACK!!!!!!
As a DM I try to let the all my players have fun. If the game isn't fun, whats the point?
Positive or negative feedback allows me to adjust. This helps in the struggle to make the game fun for all.



Also as an addition to number 3- If you would rather get drunk and shoot the bull with another player, please do it elsewhere.
 

Stay positive - encourage others - tell fellow players what a great job they are doing with certain aspects of their characters.

Tell the DM when (s)he is doing a great job.

Thank the DM for keeping the game going and for his/her efforts - even on nights when things do not go smoothly.
 

Don't tell others how to run their character or how to make their character. If they like the idea of playing a wizard/sorceror, bite your tongue and more power to them.
 

For GMs

Enjoy what you're doing, and share that enjoyment. Make of your world something people will want to adventure in. Make it live, with people and places your players will want to meet, seek to visit. Encourage your players by showing enthusiasm for what you are doing. As you treat the setting so shall they treat it.

This is not the time or the place to be collected and cool, to be above it all. This is your creation they are entering into, you cannot expect them to care if you don't care.

Bad: A zombie attacks as you enter the room.

Good: The corpse in the middle of the floor twitches as you walk in. A cloud of ancient dust swirls about it as it rises and glares at you with rotted eyes. Near skeletal hands festooned with shreds of flesh and tendon curl into near talons as it approaches. What are you doing?
 

Meloncov said:
Out of curiosity, is their an equivelent of Robin's Laws for players?
I have found that Robin's Laws of Good Game Mastering has helped me be a better player. Instead of simply classifying gamers as "good players" and "players who suck", I have seven player types to help me chart myself and other players. The first chapter of the Dungeon Master's Guide II has more player analyses. When I realize what kind of player someone is, I can find ways as a fellow player to incorporate his playstyle into the game in positive ways while simutaneously increasing his satisfaction in the game. Normally a couple of players annoy me because one is a practical joker who is always finding ways to fool with the party, and another plays a rogue who has tried to betray the party (which backfired and he is stuck with us). But I have been able to persuade them to help the party by asking for their help in sabotaging/spying/infiltrating on an NPC or an organization. And when they follow through I can appreciate their playstyle in messing with an enemy in unconventional ways. So because of Robin's Laws, I have been able to appreciate other players for their distinctive strengths instead of being perpetually annoyed and frustrated that they don't play like I do (which is obviously the best way to play, after all). ;)
 

This reminds me, I need to go tell my GM how much I enjoyed the session last Friday and how much I'm looking forward to the next one. :)
 

Read the RULES! Understand what your character is capable of, just don't expect the GM to know what all your character can do. This means..... if you pick a feat, KNOW what it does. If you are a spellcaster, then KNOW what all your spells can do. If this requires a few more minutes of effort to write them down on index cards to save the time opening up that book each time you want to cast a spell, then please do.

(Nothing about players pisses me off more than having a player who has no clue what his character is capable of, expecting me to tell him each time what and how to do something.)

Understand the dice system so when the GM tells you make a "Reflex" check, you already know what it means. Know what the numbers on your character sheet mean, and how to use them.

Work with the GM to make a character that best fits the ideals of the game. If everybody is playing good characters but one person (and there is always one person) chooses to go chaotic-neutral, typically played "chaotic-stupid," then the game is going to fall flat (more times than not) because one player decided to go against the ideals of the game.

Have a concept. What is he? This is important to know. KNow what he looks like. Know his personality. Put yourself in the mindset of your character, and look at the world from his point of view. When you do this, ask yourself the question, "How do I live day-to-day, hour-to-hour? How do I fight? How do others perceive me? How do I pray? How do I make love? What do I enjoy doing? What do I despise, and why?" etc, answer the questions and flesh him/her out, but ask these questions as if you are your character.

Respect everybody around you. Bring your dice. Bring your character sheet. Make the character you want to play, within the confines of what the GM is intending to play. If the GM wants to run a Pirate campaign, but you make a character that is afraid of water, then you are already going against him and making the game more difficult for him.

But...also important... I'd say contribute to the group whenever you meet. Bring money for snacks, or just the snacks themselves. Help the group out. Think of others before yourself. Don't show up and expect everybody else to bring the snacks and you eat most of them.

Most important thing to remember is that when you show up to play the game, PLAY THE GAME!
 

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