10 Tips to Become a Better Player

I've complained before about the focus on GMs needing to bring the game to game day. Not enough focus is given to the players; despite the players being the primary drive of a game. A GM could have the greatest campaign ever written, but if the players show up without bringing their part of the game it won't go anywhere. You can lead a player to the adventure, but you can't force them to adventure.

So here is my attempt to help players become better at playing, because not everyone is gonna grok the specifics of the game. There is much snark in these tips, but as a GM I've spewed this stuff out at countless numbers of players that never bothered to listen. Without further ado:

11 Tips for Players that want to Play Better

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  1. You're not a beautiful and unique snowflake, you're the same decaying organic matter as everyone else playing the game with you.
    • Your character is awesome. However, this doesn't mean you need to cram your character or their special power down everyone's throat at every opportunity. You're working with your group to tell the story. Your character will have a time to shine, but you should give everyone else a chance to have their moments too.
  2. Your character is you and you control them, therefore: "it's what my character would do," is not a valid play-style.
    • "It's what my character would have done" is something you will hear people say to try to justify bad choices in the context of the game. Your character's action are utterly controlled by you. Don't make obvious bad choices for the sake of character continuity.
  3. Rules are meant to help you play better, not control you.
    • You can muddle your way through a game of baseball without knowing the rules and count on the umpire to tell you when the rules come up, but knowing which way to run to score a point, where the bounds of fair-play are, and what you can do to avoid getting tagged out help a player enjoy the game more. It's the same with RPGs. The GM knows the rules and will tell you when they come up, but if you know the rules before hand (as they pertain to your character, no reason to learn the rules for magic if your character doesn't use it for example) then you'll be able to plan your approach to the game better.
  4. The rules aren't important if the GM makes a call.
    • When something comes up and the GM makes a call about a rule. The GM's word takes priority over what's written in the book. Why? Because they are the ones running the game. If the call is bullshit and you want to fight the GM on the ruling, bite your tongue until after the session is over. Otherwise you'll spend 10 minutes arguing and the game doesn't move forward.
  5. Let the GM know what you thought of the session.
    • This is where you should give the GM feedback based on what happened. If there was a call the GM made that you didn't like, this is the time to tell them. This is also the time to let the GM know what you felt worked or what didn't and what your favorite moments were. This helps the GM know if what they are doing is working or not working. 
  6. Show up to game day prepare to play.
    • Not just ready to play the game, prepared to play. That means you've done your homework. You understand the basics of what the game/session is about. You've got all your questions to get clarifications for things you aren't clear about. It means you didn't just show up and demand to be entertained, it means you came ready to participate.
  7. Know your character
    • You created your character using the rules of the game for a reason. It's so they would be a certain way and be able to do certain things. If you're unclear on what those things are, then you need to figure it out before the game gets started. If you aren't sure what your character is all about, then you'll either wind up not saying anything during the session or you'll end up never knowing what to do when it's put on you to take action.
  8. You should have a goal/objective for your character beyond "Do the GM's mission"
    • This may feel like a useless thing to have. Your character's personal story may never come up during the game, but having it helps you with figuring out what drives your character through the GM's missions. Knowing why Santria the Elven thief wants to help the villagers helps define their actions through the adventure. If Santria is in it for the reward, then maybe it gets to a point where she wants nothing to do with the level of danger the path forward is offering. If she is in it because she is compelled by a tragedy from her youth to help those in need then maybe she charges into the danger fully aware of her low chance of survival.
  9. Trust the GM...Usually
    • The GM has spent more time than is healthy thinking about the campaign and what could happen with it. If you can't trust the GM you can't really play the game. If they give you an answer you have to assume they are telling the truth. They may be trying to trick you or get you to do something, but there is a pay off or they wouldn't be trying to trick you. If you roll a success and the GM gives you information, assume that information is accurate. Now if it comes out after the session the GM is just a pathological liar and an asshole, then get a new GM and trust the next one.  
  10. Failing a roll isn't the end of the world, embrace complications as good story telling.
    • You can't win. There is no winning. Stop trying to win. Failing a roll just invites complications into the story. It should make you think "well what's another way I can try that."
  11. Follow Wheaton's Law: Don't be a Dick
    • We're all trying to have fun. Don't be a dick.
These are tips. They are not rules. They don't need to be followed, but maybe they'll help. Trying them out is the only way to know for sure if they work for you.

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