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Community
General Tabletop Discussion
*TTRPGs General
Player Responsibility for the GM's Fun??
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<blockquote data-quote="smbakeresq" data-source="post: 7416139" data-attributes="member: 28301"><p>Of course. There is nothing worse than a player who will stop the entire game to argue about some rule interpretation that will end up being meaningless to the overall story. I see this sometimes, players even arguing over a hand drawn map on a battlemat that a tiny edge the width of the wet eraser pen blocks their full HP PC from being shot at. Backstory shouldn't be just altered, but then you have to work with your DM to get it right, you shouldn't just show up with a secret backstory that no one knows about then expect your DM to accommodate.</p><p></p><p>Its all in the little things to help the DM and keep the story moving. Showing up early and being ready to play is easy and should always be done. Answer the DM emails as he is setting up the game and setting ASAP. </p><p>Take something easy for example in 5e groups. When putting a group together, you are a Paladin. If everyone else is a two-handed weapon user or light weapon user, you go one handed and shield and make sure the DM knows this right off the bat. The DM will randomly spread some things around like magic items for the PC to use, now the DM knows whatever magic weapons and armor he leaves around someone can use it.</p><p></p><p></p><p>I found potion cards on the intertubes, when we use a potion you just hand the DM the potion card. Guess what, by doing so he will hand it back to you in another treasure since it is "easier." Its keeps the game going faster and the story moving along.</p><p></p><p></p><p>Pay attention to initiative, and be ready when its your turn. If the DM makes something up on the fly, go with it, don't be a rules lawyer at all.</p></blockquote><p></p>
[QUOTE="smbakeresq, post: 7416139, member: 28301"] Of course. There is nothing worse than a player who will stop the entire game to argue about some rule interpretation that will end up being meaningless to the overall story. I see this sometimes, players even arguing over a hand drawn map on a battlemat that a tiny edge the width of the wet eraser pen blocks their full HP PC from being shot at. Backstory shouldn't be just altered, but then you have to work with your DM to get it right, you shouldn't just show up with a secret backstory that no one knows about then expect your DM to accommodate. Its all in the little things to help the DM and keep the story moving. Showing up early and being ready to play is easy and should always be done. Answer the DM emails as he is setting up the game and setting ASAP. Take something easy for example in 5e groups. When putting a group together, you are a Paladin. If everyone else is a two-handed weapon user or light weapon user, you go one handed and shield and make sure the DM knows this right off the bat. The DM will randomly spread some things around like magic items for the PC to use, now the DM knows whatever magic weapons and armor he leaves around someone can use it. I found potion cards on the intertubes, when we use a potion you just hand the DM the potion card. Guess what, by doing so he will hand it back to you in another treasure since it is "easier." Its keeps the game going faster and the story moving along. Pay attention to initiative, and be ready when its your turn. If the DM makes something up on the fly, go with it, don't be a rules lawyer at all. [/QUOTE]
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