How to be a better player

Two things that I find helpful are feedback and clear actions.

Nothing's quite as frusterating as when a player doesn't seem to react to something. This is bad in the case of the 'tough as nails' types who just endure situations. The player may be having a ball, but it's hard to tell as he sits with an IC scowl on his face and asks why all the helpless people keep bugging him. It' shard to tell, and all the DMs I know thrive on being told that they're doing well.

Clear actions. Sometimes, it's good to state the intent as well as the action itself. Instead of just 'throwing my torch ahead of the group', 'throwing my torch ahead of the group so my pyrokenetics don't hurt anyone' gives the dm a better idea of what you're trying. Knowing that there is some logic behind what you're trying makes things easier on me. I can focus on the important part of it (did it succeed or setup the situation correctly) and on relevant outcomes for that action.

Oh, and character goals are often fun. Knowing that you want to start as an ambivalent warrior, who eventually becomes a passionate knight in service of the kingdom lends itself to all sorts of fun hooks.

Mostly, it's about clear communication.
 

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If you're in a long-running campaign and you can afford it, for the dear love of god, buy your own copy of the rules. I'm a bibliophile - I'm super anal retentive about preserving books in the condition that I receive them in (especially roleplaying books), and I get impatient with players who can afford their own books, but opt to borrow mine and then treat them like crap. In fact, it led to the policy of me not loaning out game books anymore, ever.
 

Did I say curious player? Maybe that's what matters the most in fact, because these are the players the most likely to get hooked by the adventure.

For advanced players: consider your character's background as the beginning, and ONLY the beginning. The meat, what makes your character great should come during the game. In other words, your character's background is just an introduction and nothing else. Too many characters have lived before their (in-game) time.
 
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Don't build characters in a way that they're gamebreaking. Don't build characters in a way that the DM could steal the concept and kill your character with your own concept without you having a chance to survive. (Empowered Sudden Maximized Scorching Ray deals more damage on a ranged touch attack then the caster of the spell could ever survive.) Cause the DM hates 5% or die the same way the players hate it. Hey sometimes the DM has had more work with building the NPC than the players with their characters. They want to have epic fights not blast the enemy spellcaster in the surprise round. The cleric comes next. etc...

Buy your own Players Handbook and read it.

Know your spells. Don't read only the first paragraph and don't forget about those minor details ;)

If you use polymorph. Know the spell.
 

Know what kind of game you want to play.

Be proactive.

Make up your own plot lines, without stepping on the toes of the other players. (Stomp all over the DM's.)

Have some goals for play (becoming a shadowdancer or saving the dwarves of the lost loch clan or whatever).

Act like a decent human being.
 

bugaboo said:
Pay the DM.
Actually, not so crazy. The group I originally played in (starting some twenty two years ago) gave the DM a small amount each game which helped him cover the costs for modules and the like. He also hosted the game so the money also meant we didn't have to think about buying coffee, tea, etc, every now and then

He did a great job and I didn't mind reimbursing him, especially as the costs here in Oz for rpg gear is a little higher.
 


1) Participate in the game: help add plotlines, give suggestions, know your character, know at least the basic rules, help the shy to shine, etc.

2) Don't hog the game. You're not the only player at the table. This used to be my weakness. I was so used to DMing aaaaaall the time that I got used to being the center of attention most of the time and it rubbed off on my playing. I'm past it, thankfully, and still have the use of all my limbs.

3) Don't do to others what you wouldn't have done to yourself. Respect, respect, respect. If you can't respect the other players, you don't deserve to sit at the table as an equal or a participant.
 
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There are a lot of little things that really help make the game run more smoothly like showing up on time, knowing the rules (particularly the ones that your character will bring into play frequently), having your character sheet updated on time, etc. Most of these have been mentioned.

Also mentioned but worth mentioning again is make your preferences known to the GM! A good GM wants to deliver the sort of game you want to play (tempered of course with his own preferences and those of the other players). But he can't do that if he doesn't know what you prefer. He might be able to guess it but life for everyone will be so much easier if you'll just say, "I'll tell you up front that I have the most fun when we're in combat and the lest fun when everybody is buying equipment."

Another thing is that roleplaying is a GOOD thing and it is arguably what makes tabletop RPG's more fun than computer RPG's. That said, when you are roleplaying your character, try to play "toward" the group rather than "away" from the group.

What I mean is that if you make a Dwarf and he "dislikes Elves" and "hates Orcs" that's fine. But if there is an Elf in the party then confine the "dislike" to witty barbs when the pointy eared fairy misses a bow shot and don't say, "I'd never adventure with an Elf" and bring the game to a screeching halt. Likewise if there's a Half-Orc in the party. And if the group says, "We need to delve into the undead catacombs to find the amulet of Ra-El." then don't say, "Well Orcs slew my whole family so if the adventure doesn't involve killing Orcs then count me out."

If you work with the party and the GM then they'll work with you. When the time comes for the group to go after the Orcs that killed your family then they'll all be on board 100% rather than viewing you as an irritating jerk that they have little reason to help.
 

A few suggestions

Show interest in all aspects of the game.

Be patient with others that do not see the clues and such laid for their plot elements. Some times it is not an easy thing to see when a plot clue hits you in the face, they might be more easily noticed by those that aren’t so close to the plot.

Be helpful. Show others the respect they need to figure things out on their own.

Do not be condescending, insulting, or disrespectful. A lot of inner strife in the Players can cause distractions and stress on and in the group, thus making things harder or less interesting.

Wait your turn.

Know the rules well enough to help the GM without being a Rules Lawyer.

Be ready at the beginning of each session.

Don’t get angry about a GM’s ruling. Explain how you see things then ask to hear the other side.

Don’t be to proud to admit you are wrong, say you are sorry so that everyone can move on.

Reduce distractions as much as you can.

Take bathroom breaks after your turn, not just before.

Let the GM know if there is some plot thread you would like to explore a week or two before so that we can prepare, and perhaps make a full campaign out of it.

Oh, and feel free to bribe the GM once in a while.
 

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