So, this week I’ve been doing a lot of thinking about what
it takes to be a good RPG player rather than a GM. I’m actually in the process
of wrapping up a very successful Shadowrun campaign as the GM, and I have to
say that this game would not have been nearly as fun or engaging without the
players being as great as they are. A lot of emphasis is put on the GM’s
shoulders for making a game fun, but I also believe that the players’ active
participation is a hugely significant factor. Let’s take a closer look at what
I believe are some good player behaviors, shall we?
Just as a quick disclaimer before we get too far into the
rest of this article; YMMV. I’m using my own experiences and observations as
the basis for the advice and discussions hereafter, but I certainly would not
say that all groups are going to respond the same to trying some of these ideas
out.
For the Group
Being a good player means looking out for the group’s fun as
a whole. Here are some ways to do that:
Offer to Help
Hosting the game can be a great way to contribute. If you
can’t host, consider offering to help out with food or drink arrangements. Even
something as simple as volunteering to help the GM keep the event organized
(such as sending out e-mail reminders or double-checking availability) can keep
the game running on track.
Bring the Materials
A well-stocked library never goes amiss! |
It can be criminally easy to forget some basic gaming
materials; books, dice, or even your character sheet! However, a good player
does his best to remember to bring these vital items to each and every game.
Hauling along some extra dice, pens & pencils, or some dry-erase markers
can make you one heck of a valued member of the team!
Don’t Be a Distraction
There is often a bit of downtime here and there during an
RPG; maybe another character has the spotlight, maybe everyone else is taking a
5-minute smoke break, or maybe the GM has drawn one of the other characters
aside to provide some unusual information. It’s okay to get out your phone or
ipad and distract yourself every so often. However, what is vital is to not
distract the other players from the game itself. If you’re going to play a game
or watch a video, turn the volume way down or even switch it off so that you’re
not interfering with other people’s fun—that’s just not kosher.
Niche Protection
One thing I’ve always sought to do when joining an RPG group
is to find a way to make a character that brings something different to the
table. Often, this is as simple as asking a few questions of the GM or the
group and finding out what particular types of characters are lacking. What I
think is most important about this particular activity is to make sure your
character doesn’t step on another’s toes. This can also be an example of just
making a character that’s too similar to someone else’s.
There's room for all kinds! |
I played in a Deadlands campaign in Louisville, Kentucky in
the early 2000’s. My character was a riverboat gambler, an excellent shot with
a gun, and knew a bit about the nasty creatures of the Weird West.
Unfortunately for me, I joined the group after my friend George had already
brought in his character; a gunslinger based on Jonah Hex who happened to be
good at (wait for it) gambling, shooting, and knowing stuff about the
supernatural. It didn’t take long before our characters were tripping over each
other in nearly every scene, and I definitely wish I had taken my own advice in
this incident.
Engage
Don’t just be a bump on a log! Find ways to engage your
character in the action. Try and find one moment each session where you try and
do something awesome. Often, it doesn’t really matter even if you succeed or
fail. What’s important is the attempt, and what it says about your character, his
role in the group, or what lies in store for him in the future. At the end of
the day, the session will be more memorable and fun for everyone if the other
players all feel like everyone was involved. If there is obviously someone “just
kind of there” throughout the session, it doesn’t carry the same impact.
Share the Spotlight
This is a true fact. |
The spotlight is that moment during the game when your character
is the center of attention – it can be an intoxicating feeling! A good player
knows that it is good to share that feeling with the rest of the group rather
than hog it all to yourself. Find ways to help the other players have their “shining
moment of awesome” at least once per session. If the characters are split up or
working on different paths towards the same goal, find ways to incorporate the
other players into the scene. Have your character give them a call, send a
message, or just openly wonder aloud “What Xander would make of all this?” If
you can enable the other players to have just as much fun in the spotlight as
you do, then you can pat yourself on the back – you’re well on the way to being
a good player.
For the GM
Being a good player is also about playing nice with the GM; be part of the solution rather than part of the problem!
Communicate Your Desires and Goals
This is a big one; I’ve always been a proponent of increased communication between the GM and players, but it is important not to overlook
that players can and should initiate communication as well.
Take a moment to talk to the GM about your character every
so often, just to touch base and make sure the GM understands something about
where you’d like to take the character. This can be expressed mechanically
through the direction you want the character’s abilities to grow or develop. It
can also just be in relation to the story; for example, if you would really
love to get your character involved the elven war happening on the other side
of the mountains, it is a good idea to remind the GM about that every now and
then just to keep it fresh in his mind.
Provide Feedback
Another part of communication with the GM is providing
feedback about the adventure and campaign as a whole. What do you like? What
don’t you like? If you could change one thing, what would it be? What are you
most looking forward to doing or achieving before the end of the game?
Answering these questions and talking them over with the GM can really help him
not only prepare for next session but for the rest of the campaign. If
possible, get the other players involved in the discussion – maybe you can
discuss the goals and desires of the group as a whole, or address any issues
that may be keeping the game from quite hitting the high points that it could otherwise
reach. As with all communication with your group, be sure to keep things
respectful and polite – giving feedback should be something you do because you
love the game, not offer you a chance to tell everyone just what they’re doing
wrong!
Go With the Flow
My ideal gaming group! |
Sometimes the GM is going to present a twist in the story
that’ll make you say “Huh. Wait, really?” Sometimes, you’re not going to agree
with a rules decision. Sometimes, you’ll want to speak up when a spell or an
ability doesn’t quite work the way the book says it should.
Here’s the thing—a good player lets it go. By all means,
bring it up after the session if you feel it is important to your enjoyment of
the game, but don’t bring the action to a screeching halt to tackle an issue
right then and there.
If the issue happens to be something dealing with the story
rather than the rules, this advice means to give the GM a chance. Sometimes,
GMs like to experiment, to change things up in their gaming style in an attempt
to keep the game feeling fresh and to keep the fun times coming. I’ve been
known to do this myself from time to time, and I always appreciate it when my
players just nod and say “Okay. What’s next?” rather than throwing a fit.
Going with the flow also means meeting the GM halfway when
it comes to the pacing and the flow of the game. If there’s an obvious plot
hook hanging around, consider biting at the hook rather than trying to be all “Lone
Wolf” and searching for another answer. Even if you know for certain that the
giant monster attacking the city is a red herring for the real crime happening
elsewhere, a good player will at least think about engaging with the giant
monster for a round or two just to give the GM a chance to showcase an
encounter he’s obviously spent some time preparing.
For Yourself
Being a good player is also about helping yourself enjoy the
game more on a personal level. Here are some of my suggestions:
Spread Your Wings
Try some new things! This can be as simple as choosing to
play a different character type (a rogue instead of a paladin, for example),
but perhaps more meaningful and interesting is to choose to play a character
that is markedly different from others you have played before. For example, I
have a friend who consistently likes to play anti-authoritarian rebels. In this
case, to “spread his wings” would mean giving a different type of character a
try, such as a constable, city watchman, or even an ambitious politician-type.
Go the Extra Mile
This happens sometimes. |
Players who put some extra effort into their characters can
make the game more memorable for everyone. It is not too difficult to bring a
picture of your character if you can find something appropriate on the
internet, or to try out some interesting and unusual “catch phrases” that set
your character apart with sound as well as sight.
The key here is to not go overboard. A couple of cool, unusual
phrases every now and then can be fun for the whole group; talking in a
nearly-incomprehensible accent all night long – not so much.
One last way to go the extra mile is to consider doing some “blue-booking.”
This is an approach I’ve talked about before where players can continue to tell
the story of their characters in-between sessions, often through e-mail, forum
posts, and the like. During my campaign of Shadows Angelus, the players did so
much storytelling in between sessions that the website for the game has almost
three times as many events happening in blue-booking as there were actual
sessions of the game!
Well written, sir.
ReplyDeleteNot to diminish your contribution, but I'm reading through the recently released BulletProof Blues superhero RPG by Kalos Comics, and it includes an extensive chapter on this very topic written by Greg Stolze.
You'll be glad to know that it echoes your points very closely. :-)
That's well said. I approve this message.
ReplyDeleteWell said! This is a great list. You can't become a good player if you are always being too selfish. An MMO game is not actually the same as other games where you play alone. You need friends and you need a guild or a clan.
ReplyDelete