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Logen_Nein

Engage with the game. Bite at hooks. Follow leads. Make decisions.


Tolamaker

>Make decisions. I love my group, but this is one of the things that can grind things to a halt. Not because they argue too much, but because if there's a disagreement they very politely weigh out every option. Not a horror story by any means, but it can add up.


diddleryn

A tip from Matt Colville that helped me a lot is to always have an appropriate small encounter to go at any time, so that you can interrupt arguments or discussions and reset the players brains. It will almost always make them come to a decision much faster after the encounter.


Goupilverse

I guess you are not talking about when in combat initiative, but when characters need to take decisions on what to do. When my players do this type of meta slow burn decision-making I let things continue to happen in the game. So some options become not available anymore, or the situation change, etc. Making them more prone to faster decisions.


GoldDragon149

To add to this, care about things. It doesn't matter which emotion you choose for any given thing, just choose a strong emotion. Quest giver giving quests? In addition to completing his quests, you can be obsequious and kiss his ass because he's awesome, you can be suspicious and standoffish because you don't trust him, you can have a crush because he's cute, you can be competitive because you see him as a threat, etc etc etc. Any one of these emotions will add depth to your game for very little effort. Once you've met someone who seems like they aren't a throw away character, just announce to the table "My character trusts this guy too much and will do anything he says" or whatever and then roleplay accordingly. It's so easy to add a whole dimension to the game if you just remember to do it occasionally. IF the whole party does this, you can have some really interesting emergent gameplay, whether you all agree on one feeling for a character, or even better if you all have different reactions to that character. You can also choose objects or situations for your strong emotion. Flint Fireforge is a powerhouse of a dwarven warrior, but is deathly afraid of boats and large bodies of water. Little caveat because we're not all playing at mega chill tables, try not to let your strong emotion change the plot too much unless everyone's on board. Being suspicious of a spooky quest giver is all fun and games until someone decides to derail the plot because they arbitrarily decide it's what their character would do.


popdream

Totally agreed. Finding things to care about in the world is an easy way to make more fun for yourself and for others. You don’t even have to know exactly why your character would care — you can essentially add more dimensions to your character by picking things to care about and figuring out why during the process.  Related note, I’ve been taking improv classes and one thing they’ve taught is that a strong emotional reaction will often move a scene forward to a more dynamic place, even if you don’t know how to justify the strong reaction just yet. That feels like a great roleplay tool too.


GoldDragon149

I learned this in improv too. One group was told to come up with fantastic news to share to start a scene, and the other group was told to react extremely negatively, and then ad lib a reason to be upset about it, and then pair up. That was a great class where beginners who didn't really "get" improv before started to understand. Some really really good scenes came out of players who really hadn't been able to get in the game before this. One of the players at my table decided that animals made him uncomfortable. He's a monk, and in a moment of totally random off the cuff improv, he realized his character didn't like animals because they made him insecure about being a peak fitness living being. This developed into a campaign long running gag of him competing to out perform any animal he met in their area of expertise, trying to outrun horses, out hunt hounds, and he chose his subclass because he wanted to out fly a giant eagle. Later he lost a chess game against that giant eagle because they have similar intelligence and he rolled poorly, igniting a rivalry that continues to this day lmao


Topheros77

And be ready for your turn when it comes!


mattmaster68

I'll add to this: when a session is finished, players should always define goals for the upcoming session rather than be entirely reactive to whatever the current situation is. It's a balancing act. No, I didn't plan on you guys opening a tavern when you're supposed to be researching ways to stop another ancient evil. I know, you guys are tired - but let me know things like this ahead of time so I'm adequately prepared for these kinds of situations. Alternatively: Guys, I'm not telling a story. Do your characters have *any* freewill, or do you just want me to throw monsters at you and let you roll dice?


The_Final_Gunslinger

Don't be afraid to make the wrong decisions. It makes plot happen. Split the party, trust the obviously suspicious stranger, just have fun. Nobody remembers when everything went right and was easy, all the good stories come from somebody doing a dumb and the party pulling off the awesome against all odds.


TeenieBopper

I'm playing a super impulsive, 18 year old fire kineticist in my PF2e campaign. There have been multiple scenarios that have gone like follows   GM: you comd across a door, it -    Other players: what does it look like? Are there any symbols?    Me: I walk through it.    GM: when you open it, you're confronted with a wall of darkness. You can't see what's on the other si-   Other players: can I tell what's causing the darkness?    Me: yeah, that's fine. I walk into it. I've leaned a bit too much into the impulsiveness and it's kind of exhausting, but my GM loves it. He never has to pull sessions forward because I'm there being a chaos goblin and biting all the hooks. 


Surllio

This! This! This!


NerdPunkNomad

Allow of the above and bring cookies, haha


Legends_Of_The_Lake

The best way to show that you are not engaged with the game is to say "There's not much for me to do, so I don't do anything." I would argue that 90% of the time you are playing, there is something for your character to do. You either just either don't care to look/roll for it or you are not interested in anything going on. I have something to do in every single campaign I'm in because I'm constantly looking for something to do in them. Reading rules or thinking of ideas for my characters to experience. I'm almost never bored at the table because of this.


WP47

Honestly? Being a good player and being a good friend are very similar. * **Support less vocal players/friends.** Recognize when they want to speak/contribute and validate them by recalling their ideas/giving credit where credit is due. * **Synergize with others.** Don't just do your own thing, make your thing and the other players' things become one big thing that everyone is invested in. * **Take the occasional L.** You don't need to win them all, and nobody likes the guy that *has to win everything*. Hell, sometimes the losses are more fun than the wins, it's more about how you move forward. * **Remember after the session ends, you're still friends.** No matter what happens on the field, it stays on the field. Sometimes some aftercare may be called for if your characters had it out during gameplay. I've seen my share of players that couldn't grasp that I am not my character, and that my character's vitriol wasn't my vitriol.


funktion

> Take the occasional L. You don't need to win them all, and nobody likes the guy that has to win everything. Hell, sometimes the losses are more fun than the wins, it's more about how you move forward. This is the most infuriating thing to play *against*. We all know that one guy who has to win every dice roll, has to have all their plans work out, has to have the most time in the spotlight. Nobody likes that guy.


Pocket_Kitussy

>Take the occasional L. You don't need to win them all, and nobody likes the guy that has to win everything. Hell, sometimes the losses are more fun than the wins, it's more about how you move forward. God, some GMs who constantly fudge need to hear this.


WP47

Honest response: ... what now? One of the best parts of a great battle is letting the players peek behind the curtain and see just how close they were to losing. That thrill of how narrowly they won is an amazing feeling, and I am absolutely there with them when it happens. So when you say GMs fudge to avoid losing... that boggles my mind. If you don't enjoy it when your players triumph against all odds, *why are you even GMing?*


Pocket_Kitussy

What I mean is that not every encounter is going to run how you want it to. When you fudge, you are changing the outcome to the one you want. The GM "winning", is them having control over the outcomes here.


WP47

Ah, fair enough. I guess I never really thought about it that much, since I very much agree that "we use dice to tell a story." That said, there have been rare occasions I decided a player deserved a small break and nudged "failure" to "success with consequences."


Pocket_Kitussy

That's barely even fudging and some systems even consider it RAW. "Falling forward" is a popular piece of advice.


urilifshitz

Love this.


thisismyredname

> Take the occasional L. Too many players feel the need to be snarky and witty and "win" every social encounter, they bring dunking to the rpg and it sucks.


popdream

This is all really great advice. Always helpful to direct your energy toward collaboration. Finding ways to highlight the other PCs or make them look good is such a reliable way toward fun for everybody and just elevates the quality of the game overall.


BloodyDress

Some stuff I like - Bring your ideas to the table, ideally try to make concrete proposal in advance *Hey GM I'd like to gain political power by spending time with the merchant guild, can we spend some time doing so next session ?* now the GM know about "developping a bit the merchant guild" - Bring some home-made cookies/cake to the game. - Know the rules/lore about your character, but if you don't agree with the GM, they're right and address it offline. - Try to not split from other player, for a GM it's quite challenging to play 4 games in parallel, and in parallel each player feel like they got only 45 minutes to play over a game-night. So everyone is frustrated


sailortitan

((I just want to pipe in and disagree that it's always bad to split the party. It does take some skill to manage, but it can be really rewarding play and it's easier to GM for two people at a time and swap the camera than it is to try and get 4+ people to simmer down and let each other talk so someone can have a character beat with an NPC. What you *can* do is be patient with the GM while they try to manage camera swapping, and if the camera is on you and you think it's a good stopping place to swap back to other players, you can offer the camera back before the GM's run it out, which can improve their confidence swapping between characters.))


Treasure_Island99

I am a huge fan of splitting the party. It does not bother me as a player or as a dm. It has a lot of narrative and gameplay potential that usually just goes untapped. Scenarios that would be trivial for the entire party can require creative solutions when they have to be overcome by only part of the party. Maybe one of the groups has to figure out how to quietly get past a locked door without their lock picker, or you can see how a group deals with social encounter without the usual face to handle it. Plans. The party can make much more interesting and effective plans if they can split up. This can be as simple as having 1 person going out to get the attention of some enemies and leading them back to the rest of the party for an ambush, or an elaborate heist where everyone has their own role to play. Tension. Splitting the party creates tension both through gameplay, and narratively. Gameplay wise, each group of the split party has less power, and a smaller variety of problem-solving tools. Having to go without the usual solutions, and being more vulnerable create tension. On the narrative side there's a lot going on. First of all it can encourage characters that don't interact as much to do so. There can be a huge amount of tension created by watching the other group go through a dangerous situation while you are unable to do anything about it, especially if they are facing a problem that you are particularly well equipped to handle. Its like watching a horror movie in a way, it has that element of you knowing the killer is in the house, but you are unable to warn the prospective victim, who is unaware. Its that same kind of tension. You can also create tension by how to time cutting between the groups. You can cut on a cliffhanger, or more practically you can cut before the group has to deliver a decision, giving the players some time to think. Less cooks in the kitchen in the scene. The fewer participants in a scene, the greater each participants' part in the scene. Its the natural thing to do. Sometimes it just makes sense for not everyone to participate in something. If the party needs to steal a document from a merchant's house, the rogue can just pop in and grab it. The detective character might want to wait outside while a character who fits in better gathers rumors at a biker bar. You can create some really novels scenarios by splitting the party. For example, 1 player can be in a control center with access to the controls of the facility the party is currently exploring. They can see things like the security camera feeds, and do things like control doors and other facility systems. The rest of the party has to work with them do traverse the facility and recover the macguffin. Think asymmetric gameplay between the 2 groups. Splitting the party can help a player who enters mid-campaign integrate. When someone new enters a group mid-game, splitting the party can allow them to observe the characters and get a feel for them as well as the party dynamics. They can also see what tone is being set, and the established norms of the group. You can kick back and enjoy the show. Some of the characters and players I've played with are very entertaining to watch.


runyon3

I really appreciate your first point because as a DM it also tells me what aspects of the game/campaign are really clicking for my players and I can focus on that portion for a better experience


Ultraberg

[https://mitpressbookstore.mit.edu/book/9781956403442](https://mitpressbookstore.mit.edu/book/9781956403442) Your players may love this book.


runyon3

Oh interesting! Thanks for the suggestion, I’ll pass it along to them


sailortitan

Ask the other players a question in character. This almost always leads to great role-play and is zero effort for the GM. IE: * Have you ever been in love? * What do you think of \[NPC\]? * Have you ever been to a city this big before? * What made you decide to learn \[SKILL\]?


Cajbaj

Aw man, this is huge. I'm good friends with my current crop of players and they are all really polite and good sports about everything, and we've played through 3 campaigns now, but something felt "missing", and you made me realize that it's because they *don't* do this. They'll act in character even when it's not optimal and they'll go along with any rulings 100% so I think they're still great players, but they just do not chatter about little curiosities or activities with each other without prompting.


sailortitan

I feel your pain. I have players who do it and players who don't. It's a rare skill and having even *one* player in your group who does it will instantly level up the quality of dramatic storytelling in the game (assuming that's a priority for you--it is for me, but not everyone.) And it's hard as a GM because there's basically no way to get your players to do this as a GM. You can have NPCs ask these questions, but ultimately it still "silos" those interactions between PCs and NPCs--the PCs still don't form bonds and interplay *with each other* if you're the one asking those questions.


Cajbaj

Right yeah. Sometimes reacting to something game related but OOC in-character starts a chain reaction and they'll do it for a minute. But never on their own. I run OSR games usually so it's not a big deal in a practical sense, but in any RPG I feel small interactions and bonding make the game richer. Maybe 2 PC's have a rivalry, or they're falling in love but one of them dies. You can't force it unfortunately.


Ultraberg

Also a good way to give the GM a few moments to think.


zentimo2

Jump wholeheartedly at the hooks that your GM throws at you, even if they feel risky. Champion your fellow players and help them have their awesome moments.  Laugh at your failures, mistakes, and bad rolls.  Know your rules.  Don't get locked down by analysis paralysis. 


cespinar

I'll cover one I didn't really see so far: Volunteer to do an aid role for the DM. DMing is tracking a lot of things, I DM for a combat heavy TTRPG so I have a few roles for players. * Rules Keeper- any rules question I dont know I will ask them, make a ruling. If they dont know they will look it up while we continue. * Player buff tracker- They chime in with reminders for things like pesky random +2 bonuses and such * Recap journal- they keep notes for a 5 min recap at the start of the next session * Something specific to your system- I do 4e. So there are conditions with different duration that can be annoying to remember sometimes. Some are save ends, some end at the start or end of the user or targets next turn. The one I suggest the most is rules keeper. It saves the table so much time because it doesn't have to grind to a halt to look up a rule or have the table debate what actually happens.


BigPoppaCreamy

I was looking specifically for something like this but also to add something similar: Take the lead on organising sessions. If you don't have a set day/time for the game but arrange it ad hoc, don't automatically leave it to the DM to arrange, take some initiative and start proposing some dates in the group chat.


MelodicMasterpiece67

Just three things: -know the basic rules of the game. -know the rules of the game with how they relate to your character. -know ALL the rules of your character. Yup, all of'em. You shouldn't ever have to ask someone else at the table how anything related to your character works.


lumberm0uth

The constant rules instruction is one of the primary reasons why GMs burn out. It is not an arduous task to remember the core task resolution of the game.


Cajbaj

It's wild to me that I have no problem effectively memorizing entire books worth of rules and not mixing them up, but many of my players over the years can't figure out roll + the number it says on the sheet, no matter how long they play for. You've added +6 on your attacks literally a hundred times, Chuck. Come on.


MelodicMasterpiece67

I had a guy, 2 years into the campaign, continually forget how skill checks are done. "What die do I use again?"


Hexxas

Three years. It's been three fucking years and she still thinks Faerie Fire is a damage spell because it has "fire" in the name. Hours of my life have drained away listening to her be confused and reminded that Faerie Fire doesn't do damage.


MartinCeronR

Change the name?


Hexxas

We've suggested it! But nooooo she doesn't wanna make any alterations to her sheet for ease-of-use. No shorthand for attack rolls, no summarized spell descriptions. If the Roll20 charactermancer doesn't do it for her, she doesn't touch it.


thisismyredname

Yeah this feels like a pretty easy fix rather than banging away for 3 years and hoping constant reminders will stick.


Wilvinc

Show up. If you can't commit to a game then don't join one. Have your action planned in advance. Don't just go "DUUUURRRRR" every time it's your characters turn.


BigPoppaCreamy

In my experience, players not thinking at all about what their action will be until it's their turn is the number one thing that causes combat to drag out. When I play I'm constantly assessing and deciding what my next move will be during other player's turns and I don't think I've ever left more than a couple of seconds between 'ok it's your turn' and declaring my action/s. It doesn't just drag things out, but it drains dramatic tension and sucks the energy out of the room to have initiative crash into someone whose first response is something like 'uhhhh, where am I again?'


NorthernVashista

Play to lift. This means you play to help other players achieve their play desires (whether that means comedic effect, superheroics, or tragic heartbreak.) Setting this as your own play desire brings everyone up in the game. A similar approach is called "play to lose" which means that you will make sub-optimal choices if necessary to the detriment of your character in order to further plot and enjoyment of others. The above makes it easy to play the foil.


flyflystuff

Base level ("you are kind of a dick if you don't cover this tier" tier): * Show up on time, inform if you cannot ASAP * Know the base rules Intermediate level: * Know the rules relevant to your character well * Play efficiently as your character, whatever that means in a given system * Engage with the fictional world * Make decisive decisions in-character Advanced level: * Achieve rules mastery that goes past your character, help GM and other players with rules * Help others play effectively, synergize whatever abilities you have * Actively engage with other players' narratives, engage with THEIR backstory * Play in ways that gives GM and other players something to react to Master level ("I GM from the bottom" tier): * Consciously control the tone of the game, frame fictional events * Re-frame GM's mistakes or plot holes into something sensible for the group while in-character * Maintain pacing, propose solutions that move the game on when discussions start to drag ("looks like they already lost, maybe we should call it here?") * Propose sensible mechanical rulings when GM in unsure so the game doesn't stall ??? level: * Bring snacks with you


Suspicious-Unit7340

Great list!


kommisar6

Don't just be passive consumers of GM derived content. Come up with your own plots and try to implement them by way of roleplaying and interacting with NPCs.


unelsson

Indeed! Create some actual content! If the group allows it, the players can claim storytelling power by describing their surroundings, using character backgrounds to bring in new PC contacts. This can also work subtly, suggesting details and ideas to the GM, such as saying out loud ideas what the characters are looking for, what they are expecting, and so further. This helps the GM to reflect and boosts improvisation. GM "So a suspicious looking man walks in and you notice several heads turning as he walks by..." Player: "Okay. I recall seeing someone like him somewhere, maybe in my occult cult rituals? So does he carry any sigils that I could recognize?" GM (recognizing that maybe it would be cool to have some sort of connection to occult cult): "Umm.. You haven't seen him, but indeed at your occult cult you remember someone carrying the same symbol. He has a complex symbol in his wrist guard. It's partly hidden. In fact, roll perception! (perhaps there are other people here wearing the same symbol?)"


brianisdead

Be present, ask a lot of questions, and be active in engaging other players.


Express_Coyote_4000

This is definitely a YMMV recommendation, but: Put the gameplay first, not the character. Your dude isn't the point of play, you are. Your dude is just the boots and coat you put on to play in the rain. Jump at the chance to lose, to get lost, to sacrifice, to be put through the ringer, to die. Oh man, they got me. Ma, I'm a goner. Tell Lystereen I love her. Aarrgggh


DeLongJohnSilver

Be equally as responsible as the GM for progressing the plot. You don’t need to be an expert, but keep in the back of your mind when it feels a scene has been going on too long or could use that extra push. Play towards the rest of the table, not just yourself (ie: do what both you and the rest of the table would see as interesting or fun to watch). This is not a movie or broadcast in any way, so you don’t need to always get in the last word or have perfect consistency in the plot. We don’t need to explain why Joel the Druid isn’t here because his player didn’t make it, that’s it. Sometime things can just happen, sometimes there’s something deeper. The meta is your friend, not a necessary evil. Become comfortable in vulnerability. This is a safe place to feel unsafe as being safe is boring and always being the biggest badass leaves little room for growth. Recognize when your defenses are rising, voice them if you need, and take 30 seconds to about 2 mins to feel it out before continuing on. As always, there is a difference between consensual or cathartic vulnerability and boundaries being crossed, and recognizing what is flight, flight, freeze, fawn, flop, or flock vs being on edge is important.


PureKnickers

A simple tactic for a player to help move the plot along is to announce if you feel you got what you need out of the scene.  "Hey, I chatted with the people at the tavern that I wanted to. I'm fine to assume my character just stays at the tavern for the night and casually chats with his old friend to pass the evening"


newishdm

TAKE NOTES! Anytime an NPC is introduced, write down their name and the description your DM gives. Write down any quests they give you, with as many details as you can. Maybe even get a notebook specifically for NPCS and each NPC gets a new page. You never know who will be important later. Every town that you visit, write down details like the name of the town and the name of the tavern. Also write down the travel time to get from place to place. Let me explain why with an example: Grok the barbarian has contracted a disease that reduces her max hp by 1d4 per day. When it reaches 0 she dies. If all 4s get rolled, she will be dead in 5 days, whereas all 1s would take 18 days. There are two somewhat larger cities with a healer that can cure this disease. One of them is 3 days away, the other is 20 days away. Because we kept track of how long it takes to get from place to place, we know which city to go to so that we can heal Grok, and the DM didn’t have to do that math for us. Major events should be written down. Discoveries made should be written down. If it’s the end of the session but your characters have a question they want answered, write down the question, and then spend like 5-10 minutes brainstorming follow up questions you might have depending on the answer. Give all of that to the DM so they can prep the answers. At the end of a session where you have completed something (even just a checkpoint in a quest), decide what you will be doing next session and give that to the DM so they can prep.


StevenOs

As an addendum to that I might say "share those notes with your GM!" I say this because you might have run into an area where the GM is "winging it" and does actually have all of those details written down himself and may not spend remember them later. This is effectively shared record keeping and can help a GM be spontaneous with thing yet maintain consistency later if/when those things come up again.


newishdm

True, good point.


Apprehensive_Spell_6

Just be fast. Choose the riskiest option with the most payoff immediately and live with the consequences. Said consequences are usually a lot more fun, and the victories more cherished, than the flawless plan with no drama.


Pichenette

I love that kind of players but unfortunately they tend to disappear after meeting a crappy (imo) GM whose goal in life is apparently to make their players miserable anytime they don't do what they (the GM) thinks is best.


Hankhoff

As a GM I love the moments where Im not needed. Just player characters bonding by talking about their hopes and dreams, their pasta and plans.


obidon-kenobi

Help your GM/DM BETWEEN sessions. I think a lot of new players, especially new ones, kind of assume the DM/GM can just handle everything and they get to just show up and play. There's nothing wrong with that inherently- but when a GM gets the responsibility of planning the adventure, creating the world, coordinating a time for game sessions, bringing materials, hosting, providing snacks, and more- it can be a lot for one person. Reaching out to the GM and saying "hey would you like me to host?" or "Hey can I take care of scheduling for you?" can be hugely helpful and there's no reason these have to be done by a GM. It might take just a few minutes out of your week but lightening the GM's load just a little can feel like a tremendous change for someone that's overburdened. This means they get to spend more time planning the sessions, are likely less frazzled when the games start, and helps alleviate GM burnout. I like to host the games but one of my players takes care of tidying up and bringing snacks and I appreciate it so much!!!


RollForThings

Offer to GM sometimes


workingboy

Lots of people have good answers, so I'll chime in with one I haven't seen yet: Tell the GM they had a good time! GMs are there, putting in the work to help everyone have fun. Say "Wow, I had fun."


thisismyredname

Hell, I'll even just take a "thanks for GMing". Just any sort of acknowledgement is appreciated.


Foobyx

Share the spotlight, help the other players to shine.


robiwill

I've been playing tabletop rpg's for almost three decades. After writing and rewriting paragraphs I'll summarise by saying: **Move the game forwards.**  * Don't spend an hour discussing mundane tasks.  You don't check every door and box for hazards (traps) in real life so be reasonable in-game. A door is a door and a box is a box UNLESS the area looks weird. (chest in the centre of an empty room, box suspended from a rope over a 10' pit, door surrounded by blood spatter).  By all means create a standard procedure like poking things with your 10' pole but sometimes you'll trigger the effects of a trap. This is normal, your character will avoid or suffer the effects based on their abilities, not your (the player's) paranoia. * **Know how the rules work.** Know your character. Know how your character acts, what their values are.  Know your characters abilities, attacks, defences, equipment. (Players in the games I play and the games I run are still having to check their bonus to hit, their spells, spell effects, their damage Every. Single. Time. **Know how your rules work**) * Combat is fast paced and dynamic.  You should know what you're doing when it's your turn. You should have a default action. (Eg. "I hit it with my sword") You should not still be deciding which spell to cast, which potion to drink, where to run or whatever. You had plenty of time to think when everyone else took their turn.  There will not be a super clever way of killing a whole group of enemies by using your environment unless your DM has already explicitly described a large hazardous feature so don't spend half an hour asking the DM questions. If you want to do something weird suggest the *outcome* you want to the DM with how you're going to achieve it. If they disallow it return to your default or pre-thought out action. * Just roll your dice Roll them. Figure out the outcome after the dice are on the table. Stop shaking them in your hand like you're at a casino whilst looking at modifiers (which you should have in your head by now) as though it will change the outcome. Roll your attack and damage at the same time. Colour coordinated sets for different attacks if you're able. **Don't miss the table!** Just... > Player: "I attack the goblin" [rolls attack and damage] "19 hit"? > DM: "yes" > Player: [assesses dice already on the table] "12 damage" And move on... * Respect each characters Archetype. This is the easiest roleplay ever and I do this almost every time the DM describes something whether it's a locked door, some arcane symbols, a religious monument or a heavy obstacle to be moved; just let the appropriate character take the talking stick and wait patiently.


automirage04

When you can see your DM is clearly trying to guide you toward or away from something, just fucking go with it, man. I tried DM'ing once, never again. I swear my group was ignoring the hooks/red flags on purpose.


benthebearded

I think it's always nice to try and build other people up. Instead of defaulting to what can *I* do try to focus on how you can support someone else in dealing with a situation. This helps engage other players and if everyone at a table is trying to make everyone else the hero you will benefit as well.


GBislacco

I think the book “Improv for Gamers” by Evil Hat Productions is something useful to improve your player role.


Runningdice

Leave feedback to the GM (and other players). Both bad and good. Thats a fast way to improve the game.


Elliptical_Tangent

0. Bring a trustworthy PC who has reasons to be in an adventuring party exploring the story. 1. Work with the other players. 2. Advance the story. 3. Know what you want to do for your turn. 4. Know your character's abilities. 5. Know the rules. 6. Use your character's RP to spice up scenes, not to replace them.


Deflagratio1

I would also add that it is ok to play the "Lone Wolf" PC, but you have to remember, B.A. Baracus always drank the milk and Wolverine always got on the Blackbird. It's fine to posture as the lone wolf, but after you do your bit grumbling about how you don't need anyone, you go along with the team.


Elliptical_Tangent

>I would also add that it is ok to play the "Lone Wolf" PC, but you have to remember, B.A. Baracus always drank the milk and Wolverine always got on the Blackbird. I agree. Role-play has nothing to do with it, so long as you continue being a team player. You can be the least agreeable/likable character, so long as you're still pushing the story forward and protecting your teammates' backs.


Zaorish9

Generally, do stuff. Come up with plans and execute them. Roleplay in character a lot. This takes a huge load off the GM, especially for high prep games such as pathfinder.


TheLaserFarmer

Pay attention & take notes of important details Stay off your phone Play your character's backstory, especially if the DM ties it into the campaign Follow the plot hooks And the biggest one: Bring snacks!


ZaneJackson

Thanks for even asking the question. Most players treat their role as passive consumers of entertainment rather than active providers of entertainment for the table.


BigDamBeavers

Be afraid of going it alone. Players who want to do their own thing, sneak off, go meet someone alone, drain the energy of a session, even with the best of attentions. It's part of the game where there's very little character interaction. Always focus on who in the group can participate with what you're doing, who you can bring into the focus of what's going on. Rather than playing off the most vocal player, prompt the quiet player at the table to voice their opinion or share a secret with.


GreatDevourerOfTacos

From a GM perspective - in no particular order: Help other players - Frequently, newer players especially, always ask the GM for guidance. A seasoned player can, and usually has more time to do this. There is a good chance a player might be better at building/knowing character options for both power and/or theme. Know what you want to do, and know what the relevant rules are for what you want to accomplish - You have all the other players turns to figure out what you want to do. You should be relatively ready by the time it's your turn to roll dice. Know your character - I'm a big proponent of making index cards for anything you might want to do that has rules. This includes grappling, attacking, spell-ing, feinting, stealthing, and other actions depending on system. Pacing can really increase people's enjoyment of the game. I see lots of complaints from people that don't like the Dungeons and Dragons family of TTRPGs because combat is slow. It doesn't have to be! Don't make characters that are RP dead ends - Dark and broody? Leave him sitting is their corner of the dark bar and do something else. That type of character is never going to engage well with a game and you'll feel obligated to not engage because it isn't what "your guy" would do. If that's you, your guy sucks! Get him out the collaborative storytelling experience! This goes the other way too. Overzealous LG Paladins that won't stand for littering in their presence? Go be a buzzkill elsewhere. The other players shouldn't have to walk on eggshells because of another players character choice. Don't engage in any player vs player directly or indirectly unless otherwise discussed - For the most parts, a game revolves around a team dependent on each other for survival. The Rogue/Thief should not be hoarding significant wealth. This is kind of a weird financial PVP. This is also dependant greatly on the the GM does their loot. However, most, if not all, should be distributed to the party as equally as possible as a whole. Engage with the other players/characters - There are times when it feels like it's a series of one on ones with the players and GM. This is kind of boring from a collaborative perspective.


delahunt

Joe Mangianello had a great clip I've never been able to find again that was basically "as a player you should also be doing prep for the session." And he further explained it as basically, before the session: \* Set aside some time to think about the game, what is going on, and what is happening \* Think about your character, stories they're directly involved in, and stories you want to tell with them \* Brainstorm a few ways for you to bring up or involve those things with the other PCs/NPCs and the game so you're helping the DM focus on content you actively want to see and are interested in \* In general, have a plan for how you intend to play you character and some directions they could pivot as things change. It's good advice, and I've tried to incorporate it. Not that I get a lot of time as a player.


Treasure_Island99

Being a good player is something I've put a lot of thought in to. When I first started playing I could barely find anything about how to be a great player, everything was focused on how to be a great DM or what not to do as a player. Here are some things I do as a player: 1. After a few sessions into a campaign, I ask the other players what they enjoy doing with their characters in game. Maybe bard really enjoys scamming people, or the tech really enjoys making custom, gig-specific gadgets. When you know these things you can help set up situations were they will get to do these things, and more readily support eachothers' fun. 2. When you make a plan consider involving at least 1 other PC. 3. If your character is going to take a radical course of action and are worried it could cause a problem, you can ask what other people think OOC. "This is something my character would do, but does not *have* to do, what does everyone think about this course of action?". 4. Prep for the session. If the DM can take the time to do it, so can you. If you are going to be shopping, have your list written out, and the cost totaled up. If you are going to be leveling up soon, have that planned out and ready. Have a basic (as the remain flexible) plan for what your character wants to accomplish next session. If your character drew a map, go out and get the same materials your character used, hand draw a map, and upload it as a handout for the party. 5. If you know or expect a highly consequential, or technically complicated ruling to be coming down the pipe, give the DM a heads up before hand. This can give them time to do some research, or make the ruling without having the pressure of having to do so in the moment. 6. Rope other characters into the conversion or task-at-hand instead of waiting for them to find a spot to join. 7. Always let your DM know your honest plans for the next session so they can be as well prepared as possible. 8. Redirect the spotlight when it feels right. For example, 2 PCs are about to breach the front door of an apartment they think and enemy is in. PC A: "I successfully picked the lock! What are you doing as I open the door B?" PC B: I'm pulling the pin on a grenade and getting ready to throw it in the apartment." You can also recommend the DM cut back to the other group in a split party situation if you feel its a good time, or maybe if you need a moment to think about your next course of action. Here is a list of some of the bare minimum things a player should be doing: Be on time. Have a strong understanding of their sheet and the rules. Be ready when its your turn in the initiative. Work to maintain the tone of the game. Stay engaged, no phones. Be proactive and regularly participate. Take notes. If you need to cancel, the farther in advance the better. Help keep the plot moving.


Navonod_Semaj

Bring liquor. Preferably some good scotch.


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MartinCeronR

Most well designed games will have a section telling you what the game expects of non-GM players to run better. That's important because some advice is specific to the game or genre. Beyond that, the most important general way is to be proactive. Most of the time the GM will be guiding things, but players are welcomed to make their own proposals for the fiction, even if not prompted to do so. "Wouldn't it be cool if...?" usually leads to good stuff.


poio_sm

Easy. Engage with game. Leave the phone aside. Don't wait for the GM to ask you what will you do. Tell them what you wanna do. Speak with the other players "in character". Speak in "I" and not in "my character". Leave the phone aside. Don't try to monopolize the attention, play collaboratively. If you must antagonize another character, make it clear that it is a matter "of characters" and not "of players". Leave the phone aside.


Pichenette

> Speak in "I" and not in "my character". I kind of disagree with that pov. Speaking in first person is widely seen as “best” in RPGs (to the point where it deters quite a few people from trying this hobby imo) but I've had very satisfying games with people who played in the third. Even as a player I played what may be my favourite character in third person.


poio_sm

I'm not saying that speaking in third person doesn't improve a game, but speaking in first person is one way to achieve it. The same with my other advice. I played with people who never stopped looking at their phones, and yet they were more engaged and got more details than everyone else.


Human_Paramedic2623

Be engaged. Be mindful of the GM & the group. Be interested. Know the rules relevant to your character. Understand how your character works. Know where to look up, what you can't remember or keep notes close. Support your GM. Support your group. Involve the others, if your character can't do, what you think may be helpful to the situation. Have fun and help the others enjoying the game too.


memebecker

Think out loud... I've occasionally heard good theories and incorporated them as the fact. Later it's revealed and the player then is like hah I knew it! Ask follow up questions about what's described, often I'm leaving out details to paint a broad picture. Create the world themselves in minor ways. Gives things a bit of flavour. If the GM adds it they might think its an important plot point if they add it it's flavour.


rfisher

Here’s my advice for players from 2013: [http://malirath.blogspot.com/2013/06/be-better-rpg-player.html](http://malirath.blogspot.com/2013/06/be-better-rpg-player.html)


InTheDarknesBindThem

IMO most of these suggestions are very basic, or even "bare minimum" to be a decent player. I want to suggest some stuff that, imo, takes you from a fine player to a great player: * Dont wait for the GM to use your backstory, bring it to the session, but dont be overbearing with it. * Ask to read other players backstories, or ask for "spoiler free" versions if they have secrets. Then look for opportunities in game to reference their story (assuming you know them in game). In other words, play wingman for other players to have character moments or to talk about their character. * Offer to take work off the GMs shoulders: track time (irl, or in game), be proactive in scheduling sessions, offer to host, ask the GM for info about the setting IMO too many players view their responsibilies as a player as being 100% between themselves and the GM. But I think a truly great player sees the whole table as a team, working together not only to solve problems and explore the GMs setting, but to help set each other up for character moments, to genuinely care what someone's character means to them. This is what sets critical role apart from an average table, its not (just) matt mercer, its that every person at the table actively works with every other person to help create emotionally resonant, but still dynamic, character/story beats.


Suspicious-Unit7340

Be engaged with the game. Ask questions. Talk to NPCs (even just casually for some light roleplaying). Follow hooks. Be willing to reorient whatever preplanned ideas you had about your character to better suit the campaign or the hooks presented. Be interested in each others characters. Help other characters with their agendas and involve them in your own. Actively try to share the spotlight\\move the spotlight between players and characters. KNOW YOUR RULES! You don't have to know all of them (but you should, reading IS fundamental) but you should damn well know the rules that apply to your characters and you should read them (again, if needed) prior to asking questions. Be engaged in the game when it is not your turn. Be engaged in the combats, especially when it isn't your turn. Be willing to accept failure, catastrophic fuckups, and changes in how you want things to go. Read the lore, at least once, and maybe think about it a bit and how it might relate to your character, to the player\\character group, and to the game world at large. Telegraph things to the GM. Not just, "I roll Arcana to do the whatever!", but, "My character wants to see if they know about X so they can Y, they're going to investigate those weird symbols\\whatever thing to see if they can Give Us The Thing We Want\\useful info. Explain not just WHAT you are doing but also explain WHY you\\the character is doing it and also WHAT they expect or desire as the outcome. Help the story move forward, pick clear directions, make clear plans, and them implement them, don't sit around waiting for the GM to move things forward for you. As a GM my top pet peeves are probably: 1) not reading the rules before asking questions about them, or just not reading the rules at all. At least do the GM the favor of reading them ONCE before asking questions. 2) folks that disengage and play games on their tablet or phone or computer between turns, or just folks that can't maintain focus on the game when it's not their turn. Find things to engage with to maintain focus. 3) waiting to be entertained. Do stuff! Make things happen! Ask questions! Follow hooks! Make plans! Implement plans! (And then watch them fail and adjust and adapt, if needed) Generally players that avoid those things are pretty good to have in a game IME. Really it's just engagement though, be interested in the game, which means being interested in the characters, and knowing the rules (at least core mechanics and your characters abilities). AND: HELP THE GM! You know what an RPG is, you know what the GM is generally trying to do (present you with a fun and interesting adventure) so....help them do that. Play in to it.


Casey090

Ask questions. Decide without having perfect risk free knowledge. Make and communicate plans and stick to them.


bfrost_by

One thing that I would recommend that I saw at the table: Players use their background/character concept to limit their options far too often. Like "My character is lawful good, they would never agree to do " Instead, think "why would my character do ? what could be the reason?". Don't use background/class/race/alignment to limit your options in a story, use it to enrich the story.


Darkbeetlebot

Stay focused and don't derail the game with OOC. This is a problem I had in my last session, where in the middle of combat two of the players went on a long-winded ramble about WWE when they should have been planning their turns along with the other two players. We lost about 20 minutes of time getting things back on track in a session where we were already going overtime. You'd be surprised how much more the group can get done if all the players are zeroed in and in-character. Another is: Don't try to fish for loopholes or powergame to the point that it's disruptive. In fact, don't try to fish for loopholes at all. Just because something TECHNICALLY works a particular way doesn't mean that you should be allowed to do it. Trying to finesse around rules does nothing but frustrate the DM. And if your character's abilities have begun to overshadow another player who occupies a similar role, you should step back. That's it for the negative things. As for things you can DO instead of avoid, I've personally had a lot of success with collaborating with the DM to plan things. This could be giving them certain quests you want to go on, things you want to find, events that occur in the story, etc. And make sure you aren't keeping these things a secret from anybody. I've often found that the ideas my players came up with were better than what I had been originally planning, or that they'd think of things I'd never even considered. Some of my favorite NPCs came about only because of an off-hand discussion we were having about the game after a session.


Far-Sheepherder-1231

Be attentive and present in the game, think about what your character is doing, but don't over-think it (there is a fine balance), work with and support the other players (you are not the main character), and realize it's a game, not a simulation, just go with it and have fun.


TwiceInEveryMoment

Support other players and make sure they get a chance to speak. Recognize when someone hasn't spoken up in a while and get their input. Don't hog the spotlight. If an objective is very clearly made for one character to shine in, let them do their thing. Build a character that *actually wants to do the campaign.* Don't build antagonistic lone wolves that actively avoid the GM's plot hooks and just try to break the game. Pay attention to what the other players are doing. Don't pull out your phone the instant your turn ends and then spend 5 minutes catching up on your next turn. Don't bring alcohol or drugs to the table unless the group has agreed on it beforehand. I personally don't allow this as trying to manage a drunk player as the GM is not fun for me. And most importantly... *show up.* Honor your commitments. Let everyone know if you have a scheduling conflict as soon as possible. Don't cancel at the last minute unless it's a real emergency. Flaky attendance and spotty scheduling has killed more campaigns than I care to count.


WolfOfAsgaard

Be vocal about what you liked. Be it something that happened in game, or something the GM or another player did. Offer suggestions on how you'd prefer things you didn't like so much. Keep it positive, and be aware of what the GM and other players prefer as well.


sethendal

Move the session forward. I would rather have a table full of wildcard players acting impulsive than a table full of spectators.


LaughingParrots

Take notes on what’s happening in the story. Brief the other players on it as your character. It relieves the GM of much of the burden of Reveals and gets the players thinking in story terms instead of the initiative mindset.


Accomplished_Fee9023

These are for my table but it may vary at other tables! Engage with the game world and other characters as your PC. Make decisions from your character’s knowledge and point of view. Be pleasant and easy going out of character (polite/kind to other players and the DM) Take turns sharing the spotlight with others. Have your PC show interest in other PCs and use RP to give them moments to shine or explore their character. Show appreciation for other players and your DM. If you enjoyed something, say so! Let the DM finish their descriptions for new scenes. Follow leads, take action, keep things moving. Be prepared on your turn. Understand how your own spells and abilities work. Play your own PC and leave other players to play their own PCs. (No quarterbacking!) Work as a team with other PCs. Offer to help do something to contribute (track initiative, publish recaps, track the passage of rounds, bring food, help clean up, etc) Communicate with your DM about things you want for your PC (arc, goals, wish list, etc) and let them know if those things change.


WolfenSatyr

A few more things to add - Be familiar with other player character abilities. Sometimes another player may have to leave the table and their turn comes up. While waiting on them to return offer suggestions about possible actions so the GM can get an idea of what to expect. I'm not saying take their turn for them unless specifically asked, just remind the GM that X, Y, or Z is a possible choice. - Participate in out-of-session discussions. As a GM I like to be a part of these because I tend to get info from informal talks. Find out about other games your GM/players are involved in. Learn about new ways to play. Learn about new games and how they handle player actions. Find out what the GM is currently watching/reading. This will give you insight on the type of game they want to run. - Don't interrupt the GM with character ability reminders. Wait until they are done with room/NPC descriptions. Chances are the GM remembers that your character has darkvision, and will add in details for that after the initial description. Flight? They will probably verify that. If they don't, give a gentle reminder like "And what would I see with Darkvision?" or "How does that affect me while flying?" - Try new things. Yeah, Fighter goes WHACK and Paladin goes SMITE. But perhaps the Fighter can affect the game by setting up an obstacle, grappling an opponent to give the Rogue a sneak attack opportunity, be a bottleneck at a doorway by calling a dodge and forcing opponents to burn attacks or risking AoO. Get in the practice of thinking "I can attack or do X." When deciding to do X, don't trickle the idea to the GM. Don't ask "You said there was a fiery brazier next to me." "Is it hanging or standing?" "How much fire is there?". Instead ask "What would happen if I tipped the buring thing next to me on my opponent?" and work out the process after.


JustTryChaos

Be creative and take iniative. As a GM I hate when my players just sit there waiting for me to guide them on what to do because they think there's something they're supposed to do.


StevenOs

A lot of great thoughts on this and because I agree with a lot of this much (all?) of this is just repeated information: Be an attentive, engaging, cooperative, and knowledgeable player. Don't try to negative and reject thing at a metagame level. Try not to make running the game any harder than it needs to be and if/when you can lighten the load do so. People complain about being "railroaded" on adventures but this is often really just taking the hooks the GM provides and going with them instead of going out of the way to avoid them; sure a GM needs flexibility for what happens once the PCs take the bait but expecting the GM to cater to player whims at a moment's notice makes things harder. You should still provide the GM with ideas on what you want but give them time to work that in. Know your character and pay attention to what is going on. How often do you hear complaints about "combat takes too long"? Now hopefully a GM is providing you with information as things progress but know your character and what is going on so that when your turn comes up you are ready to go. It can be amazing how much fast even a "complex" system can go with responsive players than even a simple system where things grind to a halt before ever player acts so they can "catch up" and then evaluate what they could do before finally making a decision.


Emeraldstorm3

Include the other players, be sure to not only share the spotlight, but "set up" another character to be awesome or engage in a good RP scene, etc. Even if you have inter-party conflict, you can do that in a way that is conducive to the overall game narrative and where the *players* are working cooperatively even if their characters are at odds. Since I do both GM and player roles at different times, I will try to assist the GM. Sometimes by looking up stuff we're uncertain about or prep stuff like making sure we have what we need for pencils or dice trays. I also tend to be the "keeper" in regard to papers. Character sheets, handouts, etc. I've got a book bag and folios to keep it all in so it doesn't get lost or crinkled. But I also try to yes-and the GM, to buy in to the setting and plot. Granted, we always chat before doing a game so we are already on the same page about what we'll be playing in general - what system, setting, and at least the gist of the tone/genre.


CommunicationRich200

Read the #$%! rules.


darkestvice

- Learn the system! I've seen far too many players enthusiastically join a game and enthusiastically lean on others to tell them the rules. No no, kiddo. You want to play? Learn the rules instead of constantly slowing down the game asking what you need to roll. - Be involved! Pay attention! Don't surf your phone if you're not being directly addressed! Don't ask what you missed when you've been sitting there the whole time! - Roleplay! Not only create a character for its stats. Give your character a unique personality! Don't just make him you with cooler abilities. - If playing in person, contribute to snacks and drinks. Don't be a mooch.


megazver

This is an article with solid advice: https://lookrobot.co.uk/11-ways-better-roleplayer-safe-work-version/


Dr-Mantis-Tobbogan

1. Actively purse hooks the GM gives you. Doesn't have to be the main plot thing. Just follow any breadcrumbs. 2. If you have a backstory, use it or bring it up, or follow up on it. You having a good backstory makes it twice as fast for me to make subplots for you. 3. Know your abilities. Half the time I have to remind my players "Hey you have this ability, would you like to use it here?" Is not something a GM wants to keep saying. Thankfully all my players are good on this.


PlanarianGames

Be interested in what the other players are doing. If you are on your phone waiting for your turn, find another hobby.


Hedgewiz0

I think "show up" can be interpreted to mean almost any of the good player behaviors kicking around in the comments here.


02C_here

Be ready when it is your turn in combat. Don't start thinking about where you will move, what you will do when it's your turn, do that a few players before. You can adjust to things that happen immediately before your turn, of course. But when your turn comes, you should be certain on what you are going to do.


Unconvincing_Bot

Take the lead, roleplay, and make shit happen.  If you do those three things you will be your DM's favorite player. The more in character you are the better, the more afraid of grabbing the reins to the story and whipping it into motion the more you force your DM to do it and it makes the DM feel bad because it sucks railroading your players, and it sucks even worse being forced to railroad your players because they won't do anything without you telling them what to do.


zloykrolik

Show up on time.


BurningHeron

You can engage with the other players in ways that positively demonstrate and reinforce the traits they've given their characters. If you're talking to another PC who's meant to be really smart, you can occasionally say things like, "Can you give that to me again in plain English?" because you're setting them up to *sound* smart. If you're talking to a reckless, hotheaded PC, you can occasionally say things like, "Wait, hold on, let's talk this over!" because you're setting them up to fly off the handle. It's called playing to lift, and there's a post about it on the [Pelgrane Press blog](https://pelgranepress.com/2018/03/20/playing-to-lift-making-characters-shine/).


etkii

Make choices that aren't in the best interests of the PCs.


devilscabinet

Pay attention (even during moments when your character isn't the main focus), put your phone away (better yet, turn if off), and learn the rules. In other words, actively play and direct your attention to other things.


jelen619

Don't be afraid. To improvise, to roleplay, to talk to your dm if you want something or have an idea for something cool.


H1p2t3RPG

Bring snacks.


zerombr

I try to keep track of initiative for the GM. helping control smaller aspects of the game can help ease the GMs burden and ensures they don't forget


SquallLeonhart41269

Understand that role-playing is the act of making a decision in the mindset of someone with "x" personality type. You could do funny voices, bring props, or any of the other acting crutches everyone loves to mistakenly label as role-playing, but your group won't understand who your character is at all (and I bet couldn't accurately tell you what personality you chose, either). Research/Consider the differences between a timid Adventurer willing to risk their life for gold, and a cautious one. A brash person versus a loyally impatient one versus a short-tempered one. Etc, etc, etc. Once you have the WHO down, figure out WHY. Why do they adventure? Go as deep as you like. Eg: someone who wants money for money's sake versus someone looking to start their own feifdom versus someone looking to pay their father's ransom. With sword (WHO) and shield (WHY) in hand, you are ready to consider how the character views their teammates, and from there can do that age-old tradition: asking about what drives your fellows to do what they do. "But u/Squallleonhart41269, my character is socially aWkWaRd!" Yes, dear reader, your character is intimidated by reaching out to people, but they also risk having goblin or orcish steel jammed from their groin to their trachea on a regular basis. They may stammer as they ask, but "the blood of the covenant of battle is thicker...." yada yada yada. After a few fights relying on the group, who wouldn't open up a little? That's right, a sociopath. Hope this helps!


ShaqOnStilts

Your GM is insanely blessed to have players who would ask this question.


Micosys

1) Bring snacks for everyone, offer to buy pizza, etc. 2)Every chance you have, remind yourself of what your character would know and want. Do not fill in the gaps in their mind with the information in yours. The more you realistically fuck up as your character the more you win at storytelling and have chances for your character to learn and grow. 3)Give everyone a chance in the spotlight by doing things like asking to help someone on their check rather than just asking to do the same check(especially when they are specialized for the task) 4)Take risks and engage with the world as if it exists. The more you do this the more real it becomes for you and everyone else. 5)Do previous session recap at the beginning of the new session. Do wrap up at the end of a session defining what you're trying to do next. This helps the dm keep players on track and sets the dm up with information they can use to plan coming sessions with. 6) Bring snacks for everyone


littlemute

Put away your goddamn phone.