JoeGKushner
Adventurer
Player's Job?
Know the rules. This can be as simple or as complicated as you want to take it but at the very least, the player should be able to run his own character without having to ask someone else how his powers and abilities work. This doesn't necessarily mean knowing what supplement X does, but if you have a power from product Y, know what it does without having to reference it each and every time your turn comes up to point.
Pay Attention: While the game is not every second about each and every player, in many situations involving combat, don't sit there on some external device such as an iPod or Zune or your cell checking Facebook. there are other people involved and while yes, your time is important, the other people's time is just as important. Equal true is that you may miss the opportunity to use some combo with another player or take advantage of a sudden opening.
Don't Be A Jerk: Don't play a character you don't want to play and them cry about having to use those abilities in ways you didn't want to. the new WoTC book talks about leaders and how if you need to read this section to know what NOT to do, you probably shoudlnt' be playing a leader. This has a few other implications, but that goes into oterh venues a bit.
It's a group effort: Sure, stealing from everyone you meet, backstabbing everyone you meet, playing up your alignment because that's what your character would do, is all in character, but who the hell in their right minds would travel with that person? Make sure your character has a role with the party either in the role playing terms or in the roll playing terms.
Work with the GM. If you've agreed to play in the campaign with rules X, Y, and Z, don't start looking for ways around them with supplements A, B, and C. A GM may be going for a certain feel and tone and working deliberately against that because you're trying to min-max the system gets back to... don't be a jerk. If you don't want to play in an all human campaign, don't play.
Know When To Walk Away: Don't try to force a group to adopt to your particular style if it's not working. If everyone is happy with the way things are and all you can add is criticism and non-constructive advice, it's not the group for you. Move on. Sometimes silence is golden. No one is going to think you're a dramatic hero because you've pointed out how bad the GM is or how poorly three people role play or how terrible the treasure division is going.
I'm sure I'm missing some but seriously, if you can't hit most of the above, you're not really trying.
EDIT:
Be ready to game. I've been to many games with the game is set back half and hour or more simply becuase people can't find their character sheet, don't have their favorite dice, don't have the up to date character sheet, don't know what they've brought with them, etc... Part of being a player is realizing that other people are involved and you need to respect other people's time.
EDIT 2:
Clear Communication: Let the other players know if you're not going to make it to the game when possible. the sooner the better.This is one I've been guilty of a few times myself thanks to an unwieldy work schedule. If your character is nearly dead, don't wait till he's down to one hit point to try to get healing. If you know there is a trap ahead, it's not funny to send someone else into it.
Keep Track of Your Stuff: In a game like D&D where there can be numerous effects and bonuses going on at the same time, it's not the GMs jost to keep track of all of your bonuses from all of the situational and special modifiers going on. The GM has a very full plate to begin with. If there are a lot of special effects going on, grab some paper, write down the effects and keep it on the table where you'll be able to use it as a visual tool or something to keep yourself on your toes.
Know the rules. This can be as simple or as complicated as you want to take it but at the very least, the player should be able to run his own character without having to ask someone else how his powers and abilities work. This doesn't necessarily mean knowing what supplement X does, but if you have a power from product Y, know what it does without having to reference it each and every time your turn comes up to point.
Pay Attention: While the game is not every second about each and every player, in many situations involving combat, don't sit there on some external device such as an iPod or Zune or your cell checking Facebook. there are other people involved and while yes, your time is important, the other people's time is just as important. Equal true is that you may miss the opportunity to use some combo with another player or take advantage of a sudden opening.
Don't Be A Jerk: Don't play a character you don't want to play and them cry about having to use those abilities in ways you didn't want to. the new WoTC book talks about leaders and how if you need to read this section to know what NOT to do, you probably shoudlnt' be playing a leader. This has a few other implications, but that goes into oterh venues a bit.
It's a group effort: Sure, stealing from everyone you meet, backstabbing everyone you meet, playing up your alignment because that's what your character would do, is all in character, but who the hell in their right minds would travel with that person? Make sure your character has a role with the party either in the role playing terms or in the roll playing terms.
Work with the GM. If you've agreed to play in the campaign with rules X, Y, and Z, don't start looking for ways around them with supplements A, B, and C. A GM may be going for a certain feel and tone and working deliberately against that because you're trying to min-max the system gets back to... don't be a jerk. If you don't want to play in an all human campaign, don't play.
Know When To Walk Away: Don't try to force a group to adopt to your particular style if it's not working. If everyone is happy with the way things are and all you can add is criticism and non-constructive advice, it's not the group for you. Move on. Sometimes silence is golden. No one is going to think you're a dramatic hero because you've pointed out how bad the GM is or how poorly three people role play or how terrible the treasure division is going.
I'm sure I'm missing some but seriously, if you can't hit most of the above, you're not really trying.
EDIT:
Be ready to game. I've been to many games with the game is set back half and hour or more simply becuase people can't find their character sheet, don't have their favorite dice, don't have the up to date character sheet, don't know what they've brought with them, etc... Part of being a player is realizing that other people are involved and you need to respect other people's time.
EDIT 2:
Clear Communication: Let the other players know if you're not going to make it to the game when possible. the sooner the better.This is one I've been guilty of a few times myself thanks to an unwieldy work schedule. If your character is nearly dead, don't wait till he's down to one hit point to try to get healing. If you know there is a trap ahead, it's not funny to send someone else into it.
Keep Track of Your Stuff: In a game like D&D where there can be numerous effects and bonuses going on at the same time, it's not the GMs jost to keep track of all of your bonuses from all of the situational and special modifiers going on. The GM has a very full plate to begin with. If there are a lot of special effects going on, grab some paper, write down the effects and keep it on the table where you'll be able to use it as a visual tool or something to keep yourself on your toes.
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