1. Do some tricks
Your main job as a player is to do things. You must always ask yourself, “What are my goals? And how can I reach them? ” You are the star of a very intimate universe, and you will not go anywhere sitting on your ass waiting for the adventure to come and knock on your door.
Investigation. Ask questions. Follow tracks. No one should have to show you the obvious strings of intrigue. Varies the scenes. Talk to people, get them inside, get involved with their things. If it’s not the type of your character, find something to press and press it.
If you find yourself thrown back in the background to turn your thumbs, while the other characters do stuff, ask yourself why such a boring character hangs with them.
Be active, not passive. If there is one thing to remember from this article, it’s this fucking rule!
2. Your character does not exist if you do not speak
You can write as many personal history pages as you want, but that will not matter if you do not actively show them. You play a smart businessman? Great, show everyone that you’re smart in business! Are you playing a popular saxophonist who plays jazz? Play sax. You play a fierce elf galley during social interactions with civilized people? So play it really, deal with these interactions; do not send your character to sit on a branch [and get out of the scene] , idiot !
OK, it’s related to the first point, I admit. Your character exists only through his actions. Other players do not have to read your history and their characters do not read the thoughts. Well, some people can, but you understand what I mean. They should not have to do it.
So show the talents, traits, weaknesses, relationships of your character. Take the opportunity to show, not just tell the other players, what wood is your character.
3. Do not try to prevent actions
Prevent the actions of another player, it does not serve much. We take two elements that can change the story, and we hit each other so hard that in the end, none has any effect. For example, the warrior wants to flank a donut at a bitch, but the monk does not agree so he grabs the warrior’s hand before he knocks. In game terms, nothing happened . All you have done is waste time. And you only have a finite amount.
Instead, accompany the movement. Build . If the warrior wants to smash someone’s nose, what happens next? Will the monk help the poor guy? Is he reprimanding the warrior? Is he going to apologize to the friends of the bitch before it leaves in lollipop? To save the warrior from the big fight that ensues even though the monk did not want it? Maybe he’s just going to push the broom of the tavern towards the warrior to teach him a lesson?
Here are lots of examples of interesting stories. Preventing the warrior from doing anything does not create an interesting story.
Do not hinder, extrapolate! (In addition it rhymes so it’s easier to remember).
4. Take complete control of your character
“My character would never do that” is a boring excuse, a massive NOT to adventure at a fundamental level. It’s a complete refusal to participate.
Instead of being stuck on preconceived notions about what your character would do or not do, accept the complications and do it anyway, just by figuring out why you’re going to do it. Why would your thief do this mission for the Church? Maybe he has secret reasons? Is it a sense of camaraderie with the rest of the group? Characters in embarrassing situations are the very flesh of a good story.
(Do you remember that awesome story where a hobbit sent Gandalf to be seen, went back home, cleaned his toenails until his whole village was engulfed by the armies of darkness?) No, no, no, damn So now you take your backpack, and you move your buttocks, Frodo!)
If you find yourself constantly explaining the actions of your character or not wanting to accept the decisions of the group, because of the motivations of your character … well my guy, maybe these motivations are wrong. They are not engraved in stone. This is the most important group, not your character. So if it does not work, abandon your personality to the ideas of the next village and create another one more open to new ideas. See eventually with your group to create a person who will find his place among them.
Your character is part of the story, it’s not the story of your character .
5. Do not hurt other players
Ho ho, here’s a pretty thief who steals stuff from the other PCs. And his pickpocketing is so good that no one will notice it! Wow, that’s great!
Let him go see you! Nobody likes this kind of person (this guy surely plays a kender wiki [a breed of “hobbits” kleptomanes in the universe of Lancedragon ], and I’m totally for a kenders genocide, whatever the game In any case, eradicating kenders is not a crime, right? If you steal stuff from other players, you exercise power on them in a really messy and sneaky way. If they realize, what will they do? Are you going to force them to get angry? You would find it logical that they stumble your character because of that? Do you think it’s funny for them?
It’s the same if you attack another character. Okay, there are game systems that totally encourage it, I think of Paranoia grog , or Dogs in the Vineyard grog for example. But otherwise, good God guys, let go of the case. I can not find a single example where it could improve the game. If the group is ok, discuss it and it rolls. But leave me out of this.
There are lots of monsters out there who will not find anything wrong if your character steals stuff from them, beats them or stumbles them, so they’ll be pissed off first.
6. Learn the game system, and especially do not shit with
If you know the game system, it helps the GM, because you know the limits of your character. You can calculate the chances of success of this or that action, as in life what. You can more easily evaluate certain situations and act on them, just because you know the rules of the world.
(New players of course are not involved, but make the effort to learn the rules anyway, if you plan to continue playing RPGs.)
But for God’s sake, do not make fun of the rules. Especially not. It’s easy to realize if you do shit if you discuss a rule more than two seconds, you’re a lawyer es-rules ( rules lawyer ) ( 3 ) . You’re the sanitary inspector of the role-play, and you should close it, because you make the game less fun.
There are times when the rules are messing around, and it does not matter. I do not remember a single moment when a player remembered a rule and laughed, and was thrilled because he made the GM change his mind.
7. Be attentive. If you can not stay focused, then leave the table
Hey, what are you playing on your smartphone? This is Candy Crush Saga wiki ? It’s funny, all these dice and these sheets of character, I had the impression that we played Dungeons and Dragons ! I had to plant myself.
I find that there is nothing more contemptuous in a game of RPG, than someone who plays another game at the same time. If you’re bored so much that you prefer to play on your phone, read a book, or go to your Facebook account, then stop playing. Your mere presence pumps the energy of the group. I would rather play with an empty chair than with someone who is not attentive, because at least I do not have to entertain an empty chair.
Of course it’s the job of the GM to provide an entertaining party. But it must not be one way. Go back to point one: act whenever you can. Give the GM something to bounce off. Unless you pay him, he has no obligation to do the show for you just because he is behind a screen.
8. If you make someone feel uncomfortable, apologize and talk about it
I have a rule during my games and it is: “No one kisses anyone”. Simple, clear, elegant. No sexual behavior. It’s too often weird. I have seen attempts to seduce, obviously, and that’s ok. I have seen characters deeply affected by rape. I even saw a character offer a surrender to an alien for him to enter the body of a dead cat, for a zoophile purpose, all as part of a robbery. But, the important thing here is that if someone kisses, it’s suggested and not described. And if you think “Ha ha ok, but fist it’s possible?”, Then get off my table!
And that’s where I was coming from, in situations where we meet each week, it’s easy to make someone uncomfortable. This may be obvious when we talk about dead babies and zoophilia, but it can be more benign, like being rude or flirting.
If you think you’ve upset someone, ask him nicely. And if so, excuse yourself and do not talk about this specific subject anymore . You do not have to be Einstein, that’s how a well-adjusted human being works in society, and it’s not because you pretend to be a hobbit for a moment that you have to forget about it.
So be nice, be super nice. Nobody will think bad of you if you are nice.
9. Be a storyteller
In the books of the Dark World , the GM is called the Storyteller, because they obviously have trouble calling a cat a “cat”. It’s pretty good because a GM tells stories but it’s easy to forget that the players do it too.
So make efforts, huh? Say stuff. Develop your character’s voice and attitude. Describe your actions See with your MJ how far you can go in the descriptions, or make assumptions, describe [your vision of things], and see if he agrees. A good GM is able to follow up on what you say, unless it seriously upsets his plans.
Similarly, brevity works too. A good GM does not make monologues, or does not allow his NPCs to have long discussions with each other while players wait, sitting, the end of the show. So also learn when to shut up, and reduce your descriptions when there is no need for more, unless you’re a great storyteller of course. But short and punchy, it’s always better than long and flowery.
God, that’s a great illustration! Credit to jubjubjed on deviantart
10. Adopts failure
Failure can be really embarrassing. I know I can get upset quickly enough when dice drop me – when I’ve been waiting for hours to play at a table full of players, when I’m using special power, or I’ve been talking for a long time or describes a stylish action – and the big words come out pretty quickly. And not those who are funny, rather the kind “is this guy sane?”
And it’s not cool. One should rather learn to handle failure as a branch in history, not a blockage. Why did I miss? Why did my Intimidating Spray not work? Why did not I manage to pick this lock? Why have I been seen? Who got it that I was the traitor? What other options could I explore?
Some systems are built like that by default – Apocalypse World grog for example – and they give you the ability to influence the game world no matter what your roll of dice, not just fail to kill monsters. It’s awesome ! We should adopt this way of thinking by default. We must see chess as a mishap, and explain why our character did not achieve his goal; we must understand that a setback is not the end of the world.
11. Play the game
It’s a game. It’s not a challenge that exists only in the mind of the GM. This is not the exclusive narrative arc of your character. This is not your blog. This is not an excuse to flirt with a player. It’s not just a table where you sit quietly. It’s a game.
We all signed to play together. We all tell a story together, to each other, and the most important is the story. Take a step back during the fighting; take a step back with your character’s difficulties handling his relationship with his dark half-elf mother; step back every time the paladin player stings your dice.
It’s a game. Respect the other players. Respect the story and act for it. Respect the fact that you will not always have what you want and that is what will make the story interesting.
Act in the interest of the game. Act in the interest of history. Be active! Be positive! Be interesting! Change things! If at the end of the night you do not leave with good memories that you can talk with your friends in the coming years, everyone has failed .