The Real Player's Guide!

JoeGKushner

Adventurer
Over on RPG.net I was half-joking about a guide for players.
Robin's Law To Good Players

Anyone here ever see a product like that? Something you can hand your players as 'gifts'? I've thought up doing a quick one in PDF just as a joke for some of the players in one of my groups.

For those who are too lazy to check out the link (bless your lazy hearts...), here are some of the ideas...

1.Hygiene: I fully believe that some people are not aware of their own
odor. Their used to it. It's ingrained in them. Others may feel that
their stink is from working a 'real' job for nine hours a day and that
it's their right to smell bad. You are in a social context with other
people. Take a shower and use soap. On the same hand as hygiene, do no
pick your ears at the table. Do not pick your nose at the table. Any
movement to your face should be to brush some stray hair out of your
eyes or remove excess ketchup.

2. Time: Most games consist of more than one person. Each person is
putting themselves into a social contract and agreeing with the other
gamers to show up at a certain location at a certain time. Some game
masters will not start the game without all of the players being there
if he thinks that everyone is coming and that everyone will be one
time. Respect their time and be prompt. If you cannot for real
reasons, such as traffic jams or mandatory overtime at work, call your
gaming group and let them know. As we continue to move forward and
swinging a dead cat will net you a free cell phone, there should be no
reason why you cannot inform your gaming group of your tardiness. On
the same hand, if you're going to miss a game, try to let the other
players, and especially the game master, as far ahead of time as
possible. Many pregenerated adventures are written with a specific
number of characters in mind and the game masters will have to make
changes to the material if you're not going to be there. This is often
easier to do when the game master isn't doing it on the fly.

3. Food: The host is kind enough to provide a place to play. Don't
expect them to feed you. Bring your own food. On the same hand, think
actively about food breaks. Even if you're not eating, it's a good
idea before the game to discuss if there will be any food breaks. The
GM doesn't want to hear your concerns about what's on the pizza when
the group is in the middle of combat. In a similar vein, the host's
house is not your garbage can. Do not leave cast off paper and plastic
bags laying around for the game master or host to pick up.

4. Focus: Leave the game boy, i-pod, or latest Maxium in the car.
Listen to what's going on. First off, this is rude to the group. If
you're not paying attention to what's going on, most often, like most
people, you'll ask "What's going on." This requires others to inform
you of what's happening at the group's expensive. Second off, it's
rude to the game master. The GM wants you to be a part of the setting.
While you're note expected to have a one on one interaction with the
GM, you should know what's going on.

5. Act: Don't get caught looking out the window when it's your turn to
go. You should be following events and know what action you're going
to take when it's your turn. This means that you should know what your
facing. You should know what action you're taking. You should know all
the modifiers that are going to apply to your action, save for ad hoc
ones, ahead of time. The GM should ask what you're doing and you
should reply and roll the dice.

6. Supplies: Just like food, no one else is responsible for your
supplies. This often includes mundane things like the miraculous
pencil and paper, but often into the strange and exotic world of dice
and role playing books. Paper and pencils are inexpensive. In terms of
dice, you should have at least one whole set of dice and something to
hold your dice in. In terms of role playing books, you should at least
have the core role playing book. Remember, no one is responsible for
letting you borrow their books to check out the latest options. If you
are interested in the game, show that interest by supporting the
hobby.

7. Stealing: Yes, it shouldn't have to be stated but 'borrowing' your
friends books, CD's, or DVDs without them knowing is... yes, it's
called stealing. If you can't be bothered to ask to borrow it because
you don't return stuff in the first place... please send me your name
and photograph so I can start a database of RPG deadbeats.

8. Basic Education: If you are unable to read and cannot perform
standard math, like say addition, get that education before attempting
to role play. While your mother may be very proud of your ability to
add 2 + 3 to equal 6, the rest of us are here to game. In the same
vein, have all of your information about your character organized so
that all bonuses are accounted for and that it's easy for the game
master to check out your character sheet for errors. Your character
sheet should enable you to look at your total modifier and roll the
dice. There should never be an instance where the other players are
waiting for you to add up your different bonuses because 'you have a
system'. The numbers all equal out in the end regardless of where
they're at. Having them in one spot is quicker. End of story.

9. Cheating: Hey, we have this thing called the computer. We have this
other thing called the console. Both of those mediums will allow you
to survive with all of the power you want. Heck, if you die in them,
it's often easy enough to revert to a save place and start again. We
play paper RPGs, at least in theory, to have fun with some of the
'uncontrollable' events and forces of the world. The uncertainty is
the joy. The lack of a sure win is the difference. The inability to go
back to a save point in the game is the fun. Knocking your d20 over
from a 1 to an 18 does not make you cool or a hero. It makes you a
cheater.

10. Social Graces: When the game starts, shut the hell up. Sure, the
Sopranoes is great and man, Amazon does have some great sales on Fox
season one DVDs but hey, we have this thing called weekdays and e-mail
for that.

11. Respect: If someone doesn't want you to touch their dice, that's
their business. Sure, it may be weird, but what is the problem with
just respecting their authority. True Story: One time a friend wanted
to look at some dude's limited print Dune book. Said friend said "No,
it's a limited edition book. I can't replace it and it's worth about a
hundred bones. Leave it alone." Guy goes into the kitchen, comes back,
and yes, dumb ass is reading his book. Dude rips it out of his hands
and right there on the page, grease stains from pizza filled hands.
It's just easier to respect other people's wishes. Your desires, at
least as far as their infringe upon other people's possessions, is
worthless.

In a similar manner, if no one wants to talk about politics, shut up
about how much you hate candidate X or Y. Some of these matters are
delicate subjects and are not meant for casual gamer talk. If you find
yourself a crusader of abortion rights and want to spread the gospel
to your gaming friends, do not be upset when they throw your ass out
the door.

12. Rules are Optional: Yes, even the core rules in your favorite book
are not the be all and end all. If the GM states, "House-Rule", all of
the hand waving and pointing at the 'official' source will not avail
you. This is not to say that you let the GM :):):):) all over you. If the
GM has many house rules and does not have them written down, you
should have anger. This is no longer a game, it's

GM TYPES
The Storyteller - A strong focus on creating a coherent story. The
players take over the roles of the main characters of the story and
follow a rough plot outline as laid out by the Storyteller. PC
subplots are encouraged, although the main plot usually takes
precedence over the character's development.
Characters that round out the group's abilities are encouraged.

The Narrator - Similar to the Storyteller, with a slight difference.
The characters are supposed to forward the main plot on their own,
that is the Narrator will set-up a situation and expects the players
to send the plot into whatever direction they fancy. PC subplots are
center-stage to this kind of game, and the traditional "main plot" is
just a slight diversion from what the PCs do.
The personality of PCs and the ability to provide and develop plot
hooks is very important, their abilities are often secondary.

The Game Master - A very strong focus on challenges and
problem-solving. This is, in some ways, the traditional GM. The Game
Master will create challenges and problems for the characters as
finely tuned to the character's abilities as possible. An overarching
story and personal sub-plots can add to the game, but aren't
necessary. In fact such a game can easily be just as much fun without
them. Games like Dungeons & Dragons are designed with the Game Master
in mind.

Armchair Historian or Expert

The Expert has a particular branch of knowledge lodged deep in his
brain. On one hand, this makes him an excellent resource for
recreating a specific era of handling a specific issue. She often
displays a great grasp on many issues ranging from the clothing and
events of the time, to specific events and people that made the era
noteworthy.

On the other, you must be wary of the GM punishing you. The first of
these is putting them on the spot. A historian doesn't like to be
proven wrong in front of others. If the GM sets tells you ahead of
time that he's going to recreate a specific point in history and that
it's going to follow history as much as possible, outside of the
actions of your character and your knowledge of that time period
states that X and Y did not happen, bring it up to the game master
after the game. No one is going to award you a price for showing up
the game master and displaying a greater amount of armchair history.
Two, not knowing anything. The GM may have handouts and specific
miniatures and various props but he may become irate if you ignore all
of that to "Kill the Duke's Son in front of the family." so to speak.

Puzzlemaster a GM whose main goal in the game is to challenge the
players with puzzles. These can be as simple as discovering the answer
to a riddle, or as complex as uncovering the truth about aliens via
X-Files. Combat and social situations will put the character to the
puzzle and then focus on providing the character with pieces of the
answer. Put the main focus on challenges that the players need to
solve through their characters, as opposed to the Game Master who
develops his challenges entirely to fit the character's abilities.
This kind of GM appreciates characters whose abilities roughly
resemble that of the player.
__________________
 

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There was a "15 ways to speed up combat" article in an issue of Dragon last year (I think). It had advice applicable to players, DMs and everyone. Our DM at the time copied it for everyone, mainly becuase we had 1 player who was a time drain in the game. Neither of them are playing with us now (or at all as far as I know). This article may address some of your issues.

The other points you address are social graces. Sadly, some gamers lack them. The best advice I've heard (on these boards, in fact) is do not game with people you wouldn't spend time with outside the game.
 

Crothian said:
I think such a product, even one slightly cheeky would be useful

I dunno -- I tried to sell one to Pyramid -- it wasn't the writing (I have written for SJ before and I know the style needed) but the content

They felt that anyone who needed it probably would be reading Pyramid -- this is pretty and I think it applies to all venues myself

If anyone is interested I could pitch what I wrote to RPG.net or just post it
 


I think that this topic should get published in a book somehow, and calling it D&D for Dummies just might work. Or, something like the Laws of Common Sense that You Should Have Learned as a Child. Or...something... but I have been in a many number of rpg sessions, primarily D&D (because that is the one i have played most so I'm not comparing gaming groups of different games, I'm sure they all share some of this in common), but in most groups many people lack these rules of common sense.

I've seen complete lack of respect to the DM, players coming over to my house when I used to DM expecting me to also deliver on dinner because it was my place (and whenever I did ask them to chip in, they would bring just enough food for themselves...that pissed me off sometimes), players never calling to say they will be late -- or worse, miss the game entirely. Players that did smell, and never seemed to shower -- or use soap -- when the group mentioned it to that person. Players that tipped the dice constantly, or pre-set the dice when they say far enough away from the DM so the DM couldn't see their dice rolls completely...

I found out from another player that the player who cheated like this had pre-rolled some dice, but also rolled a die whenver asked but just said off the number on the pre-rolled die. What kind of crap is that?

This advice should be in every PHB simply because many players either forget, or just lack, the social graces involved in playing these games.
 

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