Monday 8 August 2016

My 7 Tips for Playing Well

I talk a lot about how to GM – mainly because GMing is the vast majority of what I do. But recently, I’ve been given the chance to play on the other side of the screen a bit, and it’s refreshed my perspective of how to be a good player.

GMs see good players every session we run (if we’re lucky – in which regard I am very) and as such we have a good view to give to the other side. This is the view as I see it.

Tip #1 – Be a Fan

Be a fan of your game, and your fellow players.

Just like when you watch your favourite TV show, you should be routing for the other characters. You should be excited when they win, and heart broken when they lose. You should be cheering them on, every step of the way. Now, just like in any TV show you watch, you may not agree with everything a beloved character does, you should always at least want to see what happens next.

And just like any fandom, you should feel the urge to tell the other players that you’re a fan of their characters. Tell them your favourite things they’ve done. Share the experience with them.

If you love their characters, they’ll likely love yours as well.

Tip #2 – Develop a Voice

Develop a voice for your character – not just how they sound, but how they respond.

Often people advise players to ask themselves “What would my character do?” I’m suggesting you ask yourself “How would my character do that?”

If you’re so inclined, come up with an accent to play as your character. Make sure you can keep it up, though! Otherwise, just think about how your character acts. Are they sheepish? Are they shy? Are they assertive? Are they full of jokes, or deadly serious?

And don’t just make this static. Always be open to fill in the edges. Maybe they’re normally pranksters, but take on a cold tone when dealing with blasphemers. Maybe they’re usually a hard case, but can crack a smile now and again with everyone else.

Whatever it is, this tip is about developing a voice, not having a voice already developed… The game is about who your characters are, and who they become. We should see them change.

Tip #3 – Don’t Begin with a Finished Backstory

I know how fun it is to write massive backstories for characters. Trust me. I’ve been there! But I don’t think it’s wise, or as fun, to start a campaign with a fully fleshed out backstory.

Begin your campaigns with a clear idea of your character, but leave the details up to development (as the above tip). Allow things to grow organically. Maybe you can work some of the events of the campaign into your backstory, to allow for more adventuring hooks!

By not beginning with a finished backstory, you allow your character to grow a little more naturally into the world. You might go to a tavern and decide that you’ve been there before. Hell, it might be where you had your first drink – and the kindly woman behind the bar? She’s your God Mother…

Of course, ask your GM about these sorts of things before you start out – but 9 times out of 10 I’d imagine they’d be thrilled for the added input. And any GMs out there that aren’t – well, you better have a damn good reason why not, otherwise we need to have a talk, you and I.

Also, feel free to improve on the spot. Do you know that your character’s family died in a fire? Are you looking at a burning building right now? Maybe this is giving you flash backs. Mention this to the GM, and everyone around the table can play it out a little…

Tip #4 – Build Connections

Look for opportunities to build connections – everywhere. Build connections between your character and the world, but most importantly your character and the other characters.

This tip feeds off the last one, but always look out for the chance to hook your character onto something another character does. Has a party member just buried an old companion? Why not comfort them and trade stories about your lost friends. Maybe you’ll find out you both knew the same person. Maybe you’re both carrying a missing piece of a puzzle.

Again, let your GM know what you’re doing. They should be willing to go along with these sorts of things. Which brings me to…

Tip #5 – Ask Leading Questions

Whenever you’ve got a good idea, ask your GM leading questions – but for the love of everyone around the table, please show your hand. Nothing is worse than the players trying to pull a fast one on the GM. The GM has enough to worry about – understanding the fictional position of the game world shouldn’t be one of them.

What this tip means is, if you have a cool idea, ask the GM if it’s possible, or how it could be done. Ask them if you can use the powdered sugar from the case of donuts to dust for finger prints. Ask them if Gnomes prefer gifts of gold or gems. Ask them what you know of Giant heroic myths.

By asking the GM these leading questions, you’re showing them what you find interesting and important. You’re giving the GM an indication that in this scene, at this moment, you want to express your agency. A good GM will see what is happening, and let you run with it.

Further, most GMs will have to stop and think. Hell, what DO Gnomes prefer? Sometimes they’ll make something up, and create a twist in your story. Other times, they might just throw the question back on you. What do you think? This is them telling you run with that agency!

Tip #6 – Relinquish the Spotlight

Just as it’s the GMs job to grant spotlight moments, so too is it the players’. If you notice someone around the table isn’t as engaged, then engage them in the story! Call on their character to aid you, or to ask them for their expertise. Allow them to show off their own character traits.

This comes back to building connections. You should always be looking for ways to make the other characters relevant to your character – and to give them time to shine when you do. This will make other players enjoy playing with you, and will also make your GM very happy. It can be hard to manage everyone at the table, so if the other players have their back, the GM’s job is much easier.

For example, say you’re playing a fighter with a military history. You notice some strange terrain features in a field. You know they look a little bit like fortifications, but you’re not sure. You could maybe ask your ranger friend if they’re naturally occurring. Or you could ask your rogue friend to scout them out. Once you find out they’re actually burial cairns, you could ask your cleric companion to which culture and religion they belong.

Say you’re a scholar, and you need some protection moving through a dungeon. Why not directly ask the fighter to take the lead? Tell them why they’re most suited to this task, and encourage the player to express themselves in how they bravely journey on first.

Try even making suggestions about possible links in the campaign. If you know your paladin friend is searching for an ancient mystical shield, and you see a shield on the wall of a far off tomb, shout out to them that maybe it’s the one! Then get out of the way, and let that player take over the spotlight for a few moments. They’ll be happy that you did.

Tip #7 – Take a Turn GMing

Every player should GM at least once. The very act of trying out the other side of the screen gives you so much perspective and appreciation for exactly what the GM does that it’s invaluable. You’ll be an infinitely better player for this one act than any other, because you’ll understand what the GM is doing, and be able to help them in little ways like wrangling the other players, or keeping track of HP, or whatever.

Tell your GM what you’re doing and why, and I guarantee they’ll help you in whatever way they can. GMs love making new GMs, and having a chance to sit back and play once in a while.

Play More Games!

And a final bonus thought for you… Play more games. All sorts of games. Play everything you can. You’ll learn lots (even if it’s just which games you like, and which you don’t).


Have fun out there!

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