Skip to main content

Player Advice: My Two Cents

Apparently there is a lack of player advise in the realms.  It is one of those things as a GM that I hadn't really thought about.  It makes sense though.  Motivated people really into gaming, the kind that would maintain blogs, also would have a tendency to become GMs and so blogs are GM focused.

Being a player is hard.  As a player you only control one small piece of a bigger picture, and it is very easy for someone else to come through and take your thunder.  In the past, I have posted some player tips (look here),  So to help the greater community, I will try to post more player tips.

So here is my top ten players tips today:

  1. Make an Impression -- Too many players don't ever get the point across in the game as to what their character is all about.  If you're in that mode, stop, pick a spot in the game, and start role playing with you other players to start building a view of your character in the other players' (and GM's) minds
  2. Talk to / Help Your GM  -- GMs are people too.  Talk to them.  Tell them when they do good, tell them when you wish they'd change something, tell them when you're looking for something new.  Tell them where you're headed with your character.  Tell them what magic gear you are looking for.  Giving them information and feedback makes the game better and helps the GM.  Tell them when you need a text if there is no game tonight.  Reward them whenever and however you can.  Helping carry a bag, bringing in a bag of chips, or just helping look up a rule all let them know you appreciate what they do.
  3. Be Prepared -- This applies to both when you arrive for the game and when your turn rolls around in the game.  Try to split your focus between what is going on in game and what you want to do next.
  4. Talk to the Other Players -- Talk to the other players OOC to discuss the bigger picture as well as the current tactical picture.  Also, remember, that often the best plotting and scheming happens after the game on email or texts.  Your membership in the game doesn't end from the time until this session ends until the next session begins -- stay connected.  This often plays into Being Prepared.
  5. Deconflict Your Character -- and help others do the same.  Deconflict means that your character and other characters have different roles and different strengths for those roles.  If you are the rogue in the group who takes care of traps, you don't want another person building a trap rogue with a higher speed and better stats, because then you don't get to shine.  Deconflicting characters is mostly about communicating with other players during character creation to the full spectrum is covered.  This, of course, has to be balanced with what everyone wants to play.  If everyone in the party wants to play a cleric, go for it.  Just make sure you have different strengths and all your skills are covered.
  6. Take Notes -- The GM usually isn't talking for no reason.  He is telling you relevant information through NPCs and narration.  Take the time to write it down, with names and places, so you can solve the mysteries and speculate at the connections in the game.  Also, make sure the loot gets written down by everyone.  If someone leaves the group, you don't want to lose everything.
  7. Avoid Distractions -- Building dice towers, ordering pizza, reading and sending texts and email, and having loud conversations about non-game topics all distract from the game, as do a lot of other things.  Avoid all these temptations during the game, or at least, keep them to a minimum.
  8. Play Your Character -- This is hard.  Try not to focus on everything.  Try not to focus on what other players should be doing.  Play your character.  If your character wants another character to do something, let them know in character.  Don't focus on "winning".  The story of the journey is the point of the game.  Keep in mind that in all good stories, the characters grow from what they started as to something more (and I'm not talking about combat).
  9. THINK --  This is one of the biggest frustration for GMs -- that players do not take the time to stop and think.  There are clues constantly being dropped by the GM.  The players need to pick up those clues (see Taking Notes) and try to put them together.  In addition, players need to think a few moves ahead.  Sure you are going to blow up the bridge now, but what impact is that going to have on the bigger picture?
  10. Avoid Bleed -- Bleed is when the in-game emotions and out of game emotions start to cross the invisible barrier between game and real-world.  Bleed is almost always bad.  If you feel really bad when your character dies, that is bleed.  If you get frustrated with another player and take it out on them in the game, that's bleed.  If you get backstabbed in the game and take it out on another players, that's bleed.  Most games that people play are not designed for bleed, save for the simple truth that the player is not supposed to want their character to die.  Everything else is annoying at best and dangerous at its worst.

Comments

Popular posts from this blog

5E Starting Gold and Equipment for Higher Levels

The DMG has a rough recommendation for starting gold and equipment for higher levels, but with my groups running one-shots, we wanted to nail it down to level by level. Here's my DMG-inspired table. Generally I allow equipment to be traded in during character creation for half book value, where applicable. I also, as a GM, offer to make custom magic items for players who can't choose. A list of magical items by rarity can be found here  with stats available in the DMG. I also generally allow players to buy healing potions (2d4+2) for 50gp and greater healing potions for 250gp (4d4+4). PHB items are available at book cost at creation. I do not allow other equipment to be purchased except in game. This is generally based off the "high magic" campaign. Level Starting Gold Starting Equipment / Magic Items 1 - 160gp  OR Standard starting equipment 2 210gp Standard starting equipment 3 285gp Standard starting equipment 4 365gp Standard sta

Rules for Flying Creatures in 5E

I'm not one for just throwing my players willy-nilly into something new without an idea of how it would work.  Flying races are on the horizon for one of my games, so here are my clarifications for flying creatures: A flying creatures requires a minimum space of at least 3 times their height in all directions in order to flight. For example, a 6 ft tall flying creature requires a room to be at least 18 ft in all dimensions before they can fly in it. A flying creature can attempt to grapple a creature.  If the the target or grappler are flying, grapple attempts are at disadvantage. If neither are flying, grapples are per RAW.  The state of flying or walking is determined by the last square you have moved.  To change between walking and/or flying, you must use at least 1 space of movement.  Movement rules per RAW apply (PHB pg 190 "Using Different Speeds") A successful grapple check by a flying creature can allow the flying creature to potentially carry the creature

Exploiting Weakness in D&D 5e: A Guide for the Evil Plotting GM

I wrote a similar article to this on Pathfinder, and though this is a pretty evil topic, it has been of use to a lot of folks out there.  So, now, I think, is the time to start a similar article for D&D 5e.  This will be a living document to be updated with suggestions and more information as I find better methods. In general, 5e is a lot more challenging for a GM, because the classes are reasonably balanced and because the game mechanics don't have a lot of scale over the 20 levels. Here's a general list of things to increase the difficulty for the party: Increase the number of foes and the CR (ignore the book CR system if it isn't offering a challenge) Spells against the PCs low saves.  A high level sleep spell, for example, could take out a party with no elves. Drag out the opportunity for the long rest.  After 2 short rests, the 3rd battle of the day is tough. Hit the most vulnerable PC first. It almost always forces another teammate to take an action to a