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LIVE Pen and Paper How to be a good player

Euchale

Crazy German Guy

Since this is a very long video, with quite some pauses in between, here it is in written form:

1. The DM is on your side, don't fight the DM.
Even though a lot of DMs are joking about killing their players off, they usually design every challenge you have to face with at least one solution.
Also you are fighting with the opponent and not with the DM, so don't make it personal. The DM is mediating the world for the players, so he is not the NPC \ Problem you have to deal with, he is just explaining how everything works.

2. Be fair to the DM.
Give him the benefit of the doubt. He might have overlooked something, or didn't take a rule into account. It is ok to ask\remind a DM that he might have done something wrong, but if he says "it is like this" accept what he says, and don't fight over it over and over. Also don't try to trick him.

3. If you have a plan, share it with the DM
A fair DM will give you all the information that you need to know to succeed with your plan, or tell you that this plan is not going to work.
Also he will not use this information against you. On the same note, he will be able to prepare it for you, otherwise he has to throw a boring challenge at you, like a fight, instead of a real encounter.

4. Don't take over the campaign from the DM
Work together with your DM if you want to take a detour. If you take away the control from the DM, he has to come up with something on the spot, which leads to bad story-telling and can lead in a knee-jerk reaction by the DM.

4a. Don't just go to a random direction.
If you are given a goal, try to achieve it. Don't just go somewhere, because you think it would be good to see another city. Or if you want to do that, talk about it in the session before, so the DM can prepare himself for it.

5. If the DM tells you, you cannot do something, he probably has a reason for it.
You can still argue about it, but don't go on a tangent. You might find out the reason later in the session.

6. Be cooperative, work as a team
You should never fight against each other. It is fine to discuss plans beforehand, but after a plan is set, follow it through. On the same note, if somebody is not working with the team, it is fine to shun him.
Don't lie to each other and don't keep secrets from each other, unless there is a good reason for it.
It is more fun for both the DM and for the players, when everybody works together and everything gets shared.

6a. Any benefit to a player is a benefit to the team
If you find items, give them to the player who benefits the most of it.

6b. Don't break plans of other players
If somebody successfully lies to a NPC, don't tell the NPC the truth, because your alignment tells you to do so.

7. Don't be afraid to have fun
If you have a stupid idea, that could work, say it. You might pull it off and it will be one of those memorable moments. But don't drag it out if the DM says no.

8. Don't split the party.
This is really bad, as the DM has to DM two games at the same time. This leads to one part of the group waiting while the other one does stuff. This might be ok if it is over a short range, and if you take turns, like buying stuff in the city, or somebody sneaking into a castle to open a door, but having to deal with 2 fights at different places is driving DMs mental.

9. Treat the world like it is real
The most important part is keeping up the suspension of disbelieve.

9a. Respect the ingame NPCs
If you are a peasant and you tell a Lord to fuck off, the DM has to come up with a punishment for you. Treat them like you would treat people in real.
Also a DM usually puts a lot of thought into their NPCs, so seeing NPCs getting treated badly for no reason might push him into the defensive.

9b. Don't be afraid to use your power
If you are a lord, it is totally fine for you to treat peasants like garbage. It is also totally fine for you to request a soldier from your army to be your bodyguard. Expect NPCs to treat you according to your standing.

9c. Get yourself established in the world.
Try to become friends with powerful people, as you might run into them in a future time. Also if you are lucky they might talk about you and when you come to a new city, your deeds might already be known.

9d. Don't underestimate how long messages need to travel
Unless there is magic involved, something spreading from one city to another takes a long time.

10. If you need advise, don't be afraid to ask.
If you think a NPC might have information go ask them. If you are lost, or don't quite understand how to solve a problem, go ask a wise person, like a wizard or lord if the can help. The DM will think about what NPCs know and help you. This also gives him an option to talk to you without destroying the suspension of disbelieve.

11. Combat is not everything.
Most DMs will put combat in as an obstacle to get to the fun stuff. It is often far more interesting to talk with people and convince them of your goal, or trying to not go in a fight.
With high social skills you might also be able to recruit NPCs to help you on your quest.
Also this makes fights far more intense, as you are more invested in them.

11a. Fights do not need to end with the death of a person.
If you let somebody live, there is a chance of the DM turning them into someone. Also you could use them for ransom, or to question them.
This also makes a lot of things more realistic. Unless you are completely heartless bastards, you would not walk around slaughtering everybody you run into, particularly if they surrender.

12. Give your DM time if he asks for it.
Sometimes you do something the DM didn't think of, and he might need a few minutes to come up with how to progress. Give him this time.
 
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