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What makes for good players?

Started by Anthrobot, March 05, 2008, 06:33:02 AM

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pspahn

Quote from: Kyle AaronI find that when you sit players around a table, rather than slouched on couches, they're less likely to be buggerising about with other stuff.
That's been my experience as well.  

Pete
Small Niche Games
Also check the WWII: Operation WhiteBox Community on Google+

Malleus Arianorum

There are at least three games going on at every RPG session.

1) The Role
2) The Playing
3) The Game

THE ROLE
This is where you act in character, think in character and somehow convince yourself and your fellows that you have some emotional stake in the story that's unfolding. Figure out a relationship between your character and every other character and make every relationship different. Even if you're playing the angry drunk barbarian dwarf, you can still have a *unique* angry drunken barbarian dwarf relationship with each and every character. If you only do THE ROLE, then you're just acting.

THE PLAYING
This is where you roll dice, add numbers and list things. You should know enough about the game to keep from slowing the game down. If you're not good at this, lean on another player for help. If you're real good at this help the slow players and try to anticipate rules-arguements and head them off at the pass. When I'm in a big group I like to assist the GM by passing him my rules books already opened to the spell, ability or magic item in question. If you only do THE PLAYING then you're just playing wargames.

THE GAME
This is where it all comes together, people enjoying each other's company. Eat, drink and be merry! If you can be a fun person, then you've got the basics covered.

But wait! There's more. Additionaly, THE GAME is where you help keep the RPG enjoyable. When a fellow player describes a gruesome critical attack you should acknowledge that in real life (say: "Awesome!") or in character ("Gah! I'm covered in hot ork guts!") or both ("Awesome! :) Thou hast splattered mine surcoat with ork entrails!:()

You should also help co-GM by reacting to what the GM says. For example, if the GM says: "this snow is cold" your character should DO something to show that it's cold and KEEP doing it until the GM says it's not cold. Note that this doesn't mean that you have to play a wimp. A Nordic character might react by talking smack to the winter "You call this snow?" or by dreaming about their frozen homeland. They could tease the thin blooded characters, scream like an arctic drill sargent or just coddle the frostbitten darlings. The same goes for GMNPC's curse their cruelty, dread their awesome power and drop names if you remember who they are.

Lastly, try to figure out what the GM wants to happen with the plot and help keep things moving. If the players are bogged down in minutia put it to a vote or decide for them. If they're ignoring something important grab their attention -- keep them on track. If you're only playing THE GAME you're having a party, but not roleplaying.
That\'s pretty much how post modernism works. Keep dismissing details until there is nothing left, and then declare that it meant nothing all along. --John Morrow
 
Butt-Kicker 100%, Storyteller 100%, Power Gamer 100%, Method Actor 100%, Specialist 67%, Tactician 67%, Casual Gamer 0%

Anthrobot

Quote from: Malleus ArianorumLastly, try to figure out what the GM wants to happen with the plot and help keep things moving. If the players are bogged down in minutia put it to a vote or decide for them. If they're ignoring something important grab their attention -- keep them on track. If you're only playing THE GAME you're having a party, but not roleplaying.

Well written sir!;)
http://uncyclopedia.org/wiki/Ecky-Thump

So atheists have been abused, treated badly by clergy or they\'re stupid.They\'re just being trendy because they can\'t understand The God Delusion because they don\'t have the education, plus they\'re just pretending to be atheists anyway. Pundit you\'re the one with a problem, terminal stupidity.