What are the players expected to provide?

Willingness to put it all on the line for the other team members.

The gleam of madness, saying "Yes!" and adding imagination in large doses to pull out an audacious win from the moist fangs of catastrophe.

Dice (or, if in Amber/other Diceless, post-it notes & fine-point pens for note-passing).

An idea for something you "want to try". Or an idea you can share with another player about how to improve on what they were suggesting last session. Double if they are an Artificer. :)

Some treat for the Healer - root beer, Cheetos, Turtles, whatever it takes. Motivated Healers are treasures beyond price.

A short listing of the precalculations for the activities you undertake frequently each session. You throw fireballs? Know the save DC. Insist on poking NPC Wizards and boorishly demanding their brandy flasks? Know your own saves. Took four Feats, a Domain, and two Trinkets that modify your healing? Add up the bonus healing on your own time, before the first time-critical emergency heal. It keeps the mood intact.

One quote that seems appropriate to the night, or at least something that sets up a good misinterpretation.
"Success isn't a result of spontaneous combustion. You must set yourself on fire." -Arnold H. Glasow
 

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I think it depends on the game. When I was running Amber, I told my group that I was open to being bribed (it's very in genre) so one of the players bought me lunch each session. His character did very well...

To be serious, I think that players need to bring a genuine desire to be involved in the game. If there's a combat involved, a sense of urgency to getting through it and defeating their enemies is essential. If there's a mystery, engagement and an attempt to get to the bottom of things is important.

In other words, they need to bring their own version of the awesome to engage with mine.

--Steve
 

Do not attempt to disbelieve the illusion of accomplishment.

Accept that numbers will go up.

Automatically fail Spot/Perception/Insight checks when the DM tries to fudge.

Always fail saving throws against the "not annoyed by stauses (save ends)" condition.

:p
 

In my games, I expect the following from my players:

• An understanding of basic social mores. Treating other players and our host(s) politely and with respect.
• A basic understanding of the game that we are playing, or a willingness to learn.
• An attitude that we play the game to have fun.
• Preparedness.
 

They should be expected to provide crazy/irrational/dumb choices to my cool/not so tough/smart/fun dilemmas because that's what they do every time.

If I don't expect that, I should expect to be surprised! :p
 

Players are much like punching bags. Their purpose is to be beaten on for a very long period of time, until they are so filled with dirt, sweat, and pain that you abandon them on the side of the road and find bigger and better things to beat on.
 


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