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<blockquote data-quote="Lonely Tylenol" data-source="post: 4744009" data-attributes="member: 18549"><p>Remember that D&D is a co-op game. You can't win unless everyone wins. Don't expect to do everything yourself, but also make sure that you can do something to support the party. If there are three strikers in the group already, ask before you bring in another striker. If everyone is fine with it, that's great, but if they really need to broaden the roles they're covering, you should volunteer to help by choosing your class accordingly.</p><p></p><p>Don't undermine the other party members. Even if you're evil. Even if it's in character. Just don't do it. Disagreements are fine, but once the group decides how they're going to proceed, you fall in line and support the party. You don't ever backstab the paladin. You don't steal party treasure. You don't drop area-effect spells on other players without permission.</p><p></p><p>Get your crap in order. You need to know everything about your character sheet. You don't necessarily need to know anything that isn't on your character sheet, but you at least need to know how your attacks work, what your magic items do, and how to use your skills & feats. If you're slowing down the game because you don't understand how to use a particular feat, don't use it. Ask for the book, and look it up, and use it next round. If you forget something, don't sweat it. It's not a calculus exam. Just don't forget it next time.</p><p></p><p>Bathe.</p><p></p><p>Keep the off-topic conversation to a minimum. If you know your turn isn't going to come up for a while, read a game book. Don't drag other players away from the game with conversation. If you think it's taking a long time to finish a combat, it'll take longer if you distract the other players from it.</p><p></p><p>Do congratulate and cheer on the other players. If you cheer their successes and sympathize with their failures, it'll make it more fun for everyone, even when things aren't going as planned. Pepper your support with in-character comments when appropriate. It'll help you to see the party as something other than a statblock during the non-RP portions of the session, which will increase enjoyment all around.</p><p></p><p>Remember that the DM is not a machine. He can't provide a well-developed adventure on the fly if you go off and do something completely unexpected. Let him know what you plan to do in advance so he can prep for it. Your reward will be high-quality adventures that were crafted with thought, rather than half-baked ad-libbed ones. If he dangles a few plot hooks, choose the one you like best. If he's railroading you, put up with it at the time and talk about it outside of the session. </p><p></p><p>Also remember that the DM is not a mind-reader. If you don't like the way that things are going, make suggestions about what you want to see happen in the adventure. If you want to follow up on the sub-plot concerning your long-lost brother, put it on the table so that it can be worked in. If you're playing 4E, ask the DM if you can base a quest on it, and you can get rewarded for helping to drive the plot. There's nothing a good DM likes better than a player who does half the story-writing for him.</p><p></p><p>I could go on. There's so much that a player can do to improve the game for himself and for others.</p></blockquote><p></p>
[QUOTE="Lonely Tylenol, post: 4744009, member: 18549"] Remember that D&D is a co-op game. You can't win unless everyone wins. Don't expect to do everything yourself, but also make sure that you can do something to support the party. If there are three strikers in the group already, ask before you bring in another striker. If everyone is fine with it, that's great, but if they really need to broaden the roles they're covering, you should volunteer to help by choosing your class accordingly. Don't undermine the other party members. Even if you're evil. Even if it's in character. Just don't do it. Disagreements are fine, but once the group decides how they're going to proceed, you fall in line and support the party. You don't ever backstab the paladin. You don't steal party treasure. You don't drop area-effect spells on other players without permission. Get your crap in order. You need to know everything about your character sheet. You don't necessarily need to know anything that isn't on your character sheet, but you at least need to know how your attacks work, what your magic items do, and how to use your skills & feats. If you're slowing down the game because you don't understand how to use a particular feat, don't use it. Ask for the book, and look it up, and use it next round. If you forget something, don't sweat it. It's not a calculus exam. Just don't forget it next time. Bathe. Keep the off-topic conversation to a minimum. If you know your turn isn't going to come up for a while, read a game book. Don't drag other players away from the game with conversation. If you think it's taking a long time to finish a combat, it'll take longer if you distract the other players from it. Do congratulate and cheer on the other players. If you cheer their successes and sympathize with their failures, it'll make it more fun for everyone, even when things aren't going as planned. Pepper your support with in-character comments when appropriate. It'll help you to see the party as something other than a statblock during the non-RP portions of the session, which will increase enjoyment all around. Remember that the DM is not a machine. He can't provide a well-developed adventure on the fly if you go off and do something completely unexpected. Let him know what you plan to do in advance so he can prep for it. Your reward will be high-quality adventures that were crafted with thought, rather than half-baked ad-libbed ones. If he dangles a few plot hooks, choose the one you like best. If he's railroading you, put up with it at the time and talk about it outside of the session. Also remember that the DM is not a mind-reader. If you don't like the way that things are going, make suggestions about what you want to see happen in the adventure. If you want to follow up on the sub-plot concerning your long-lost brother, put it on the table so that it can be worked in. If you're playing 4E, ask the DM if you can base a quest on it, and you can get rewarded for helping to drive the plot. There's nothing a good DM likes better than a player who does half the story-writing for him. I could go on. There's so much that a player can do to improve the game for himself and for others. [/QUOTE]
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