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What Makes a Good Player?
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<blockquote data-quote="roguerouge" data-source="post: 4845206" data-attributes="member: 13855"><p>Make major decisions at the end of sessions where possible, rather than postpone them until next time. Don't make your DM guess which adventure hook you're going to pick up next time. Decide and tell him before you end the session. </p><p></p><p>Be able to talk in character when the DM leaves the room to do side-stuff with individual players. I loved sessions where the PCs were able to entertain themselves while character-building side stuff occurred 10 minutes at a time in the other room.</p><p></p><p>Have cheat sheets for your character: spells, attack routines, whatever. If you can't make it, someone should be able to pick up your sheet and play your character at 90 percent effectiveness. Do not have random scribbles on a piece of paper unless you plan on never getting sick. </p><p></p><p>Please remember that your character is a professional hero. His choices will be geared towards maximizing his survival chances in various ways. Maybe he takes feats that make him better in combat, that minimize his weaknesses, or that help him advance party goals through charisma or utility powers. So there's no reason to take Skill Focus: Innkeeper at fifth level unless you plan on retiring the character. It's not good role playing; it's just a different form of lone wolfism. </p><p></p><p>Remember that combat scenes, diplomacy scenes, and world-building scenes are all equally important. Give them your due attention. </p><p></p><p>Yes, your DM CAN read your facial expressions and body language. Zoning out comes through loud and clear. Don't be rude about it.</p></blockquote><p></p>
[QUOTE="roguerouge, post: 4845206, member: 13855"] Make major decisions at the end of sessions where possible, rather than postpone them until next time. Don't make your DM guess which adventure hook you're going to pick up next time. Decide and tell him before you end the session. Be able to talk in character when the DM leaves the room to do side-stuff with individual players. I loved sessions where the PCs were able to entertain themselves while character-building side stuff occurred 10 minutes at a time in the other room. Have cheat sheets for your character: spells, attack routines, whatever. If you can't make it, someone should be able to pick up your sheet and play your character at 90 percent effectiveness. Do not have random scribbles on a piece of paper unless you plan on never getting sick. Please remember that your character is a professional hero. His choices will be geared towards maximizing his survival chances in various ways. Maybe he takes feats that make him better in combat, that minimize his weaknesses, or that help him advance party goals through charisma or utility powers. So there's no reason to take Skill Focus: Innkeeper at fifth level unless you plan on retiring the character. It's not good role playing; it's just a different form of lone wolfism. Remember that combat scenes, diplomacy scenes, and world-building scenes are all equally important. Give them your due attention. Yes, your DM CAN read your facial expressions and body language. Zoning out comes through loud and clear. Don't be rude about it. [/QUOTE]
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