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Rat Bastardry: Is there an equivalent for players?
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<blockquote data-quote="takyris" data-source="post: 1163084" data-attributes="member: 5171"><p>Well, as one of the RBDMs, I can at least say what we like on the board.</p><p></p><p>1) Hookability. A good player creates a character who has hooks, trusting that the DM isn't going to hold EVERY sibling, girlfriend, or buddy hostage. It's great to be able to design a story that's tailored to a specific person, and that's only possible when the player puts some character into his character.</p><p></p><p>2) Competence. A good player knows the rules well enough to do everything his character can reasonably be expected to do, generally has his action ready to go when his turn comes up, and feels comfortable coming up with inventive actions that don't require hugely elaborate house rules to map.</p><p></p><p>3) Trust. A good player trusts that the DM is acting in good faith, and, while he may verify that the DM understands the normal rules when the DM does something different, goes along with it nevertheless. The player is also comfortable working with the DM even against the rest of the party as necessary (roleplaying that his character has been kidnapped and replaced with a doppleganger, for example).</p><p></p><p>4) Roleplaying. A good player is willing to faithfully roleplay an action that the player strongly suspects is going to be bad, believing that a large part of the fun of the game comes from roleplaying a character rather than "winning" a game. While the player isn't trying to commit suicide or deliberately fail, he is quite comfortable limiting his personal social or intellectual abilities in order to faithfully play someone of lesser ability.</p><p></p><p>5) Originality. A good player uses the rules as a tool, not a crutch, and is always open to trying new ideas, provided that they are something that might work in real life. Sometimes this means that the player undoes massive amounts of DM planning, while other times this means that the player creates an entire side adventure by seeing an opportunity, or even a necessity, that the player's character would see or conceive of, even though it was not deliberately hinted at.</p><p></p><p>This is all informal, but in general, those are the big five that I recall us appreciating a bunch when we gush about our kickass players. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>And please note that a lot of those traits only really work if you've got a GOOD DM, too. A player can't trust a DM who makes arbitrary and illogical rulings, who kills off every sibling or girlfriend that the character has, and who gets frustrated when the players "ruin" his adventure by solving it too early. So a lot of these abilities are really partnership abilities.</p></blockquote><p></p>
[QUOTE="takyris, post: 1163084, member: 5171"] Well, as one of the RBDMs, I can at least say what we like on the board. 1) Hookability. A good player creates a character who has hooks, trusting that the DM isn't going to hold EVERY sibling, girlfriend, or buddy hostage. It's great to be able to design a story that's tailored to a specific person, and that's only possible when the player puts some character into his character. 2) Competence. A good player knows the rules well enough to do everything his character can reasonably be expected to do, generally has his action ready to go when his turn comes up, and feels comfortable coming up with inventive actions that don't require hugely elaborate house rules to map. 3) Trust. A good player trusts that the DM is acting in good faith, and, while he may verify that the DM understands the normal rules when the DM does something different, goes along with it nevertheless. The player is also comfortable working with the DM even against the rest of the party as necessary (roleplaying that his character has been kidnapped and replaced with a doppleganger, for example). 4) Roleplaying. A good player is willing to faithfully roleplay an action that the player strongly suspects is going to be bad, believing that a large part of the fun of the game comes from roleplaying a character rather than "winning" a game. While the player isn't trying to commit suicide or deliberately fail, he is quite comfortable limiting his personal social or intellectual abilities in order to faithfully play someone of lesser ability. 5) Originality. A good player uses the rules as a tool, not a crutch, and is always open to trying new ideas, provided that they are something that might work in real life. Sometimes this means that the player undoes massive amounts of DM planning, while other times this means that the player creates an entire side adventure by seeing an opportunity, or even a necessity, that the player's character would see or conceive of, even though it was not deliberately hinted at. This is all informal, but in general, those are the big five that I recall us appreciating a bunch when we gush about our kickass players. :) And please note that a lot of those traits only really work if you've got a GOOD DM, too. A player can't trust a DM who makes arbitrary and illogical rulings, who kills off every sibling or girlfriend that the character has, and who gets frustrated when the players "ruin" his adventure by solving it too early. So a lot of these abilities are really partnership abilities. [/QUOTE]
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