Zer0
Haiku Hitman
Hi, guys, as the Leader, Dungeon master or Game master of your roleplay, what was one or a couple of things you wished your players or partners knew?
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Thanks, this has good advice. I haven't had a player that leaned to randomization, but I wish I experienced one. Kind of want to try it myself too.Coming at it from a tabletop/pen and paper direction [Cause Forum RPing is slightly different]
1. Know your character and their rules. I don't ask people know the entire rulebook to DnD or Warhammer RP, or whatever. I sure as hell don't. Asking a player to know every single thing is insane, but knowing the basics does speed up the game exponentially. What I do want is people to understand their character and their character's rules. Cause I sure as hell ain't going to remember all their modifiers, rules, feats, whatever and, more over, its not really my job to remember everything about the player's character. I am more then happy to help with general rules as we are going, look at rule interactions, etc, but I am not going to memorize everyone's character sheet, just not happening. So don't give me the evil eye when you forgot your character could do X and are mad that I didn't remind you they could do X. Its your character. You should have remembered.
2. Never use a blocker. Roll in the open. You don't want that stress, you don't want to see that you crit and know you just dropped their character and this is likely going to lead to a TPK. Roll in the open. They see it. They know what happened. Its in the hands of the Dice Gods now. I understand you may not want players to figure out the modifier by seeing the dice roll and using simple math, but so what? It really doesn't matter and what you save in stress and honesty is worth way more, also, trust me, when a big roll comes up and they get out of their chairs to watch that dice roll, you'll know you made the right decision.
3. Suggest failures. You crit fail? Throw something out. You messed up so bad your character tripped. You flung your weapon across the room and now are in deep shit. Have fun with it. I won't ever punish a player, usually, for crit failing in, say, combat [now if you are trying to parkour off a building and crit fail? Yea, your ass getting bruised son], but I always love when a player is like, 'Whelp, I think I just fell down the stairs,' because it makes them invested, it makes the story fun, it adds in that element of realism because, sometimes, embarrassing failures happen and it helps avoid people taking failure too personally and becoming sullen which is just a mood killer.
4. Randomization. Some games allow a lot of weirdness and randomization in their character creations, from their race, backgrounds, profession, stats, etc. People who lean into that, who leave everything to the Dice Gods, are such a blast because its so fun. You roll up this random character and then make a person out of them and what people can come out with is so fun, and usually, if they keep badly written stats instead of using whatever in-game mechanic they have to avoid that, I always reward them with something for being willing to bite the bullet and jump in. I love when players randomize something and then turn it into a person with a background and personality. Don't always have to do it, and I love when people come up with super neat ideas for their characters, but leaving it to the dice gods and seeing what you get is super fun and I advise any RPer to try it sometime.
5. Just ask. If you have a character idea or concept you wanna do, but you aren't sure so you ditch the idea for something else... don't. Just ask the GM. Most GMs are willing to play ball to make something fun and interesting. Just don't abuse that and never be afraid to talk to your GM.
6. Roll Off. Arguments happen, and sometimes they can get heated. Don't get me wrong, if its something important, the GM has to put their foot down and that is it. Accept their decision and move on. But if its something small that really doesn't matter, and, tbh, you don't really care, especially, if its between two players? Just have them roll off. Higher one wins and that becomes the precedent for the future. It saves a ton of time and is, usually, easier for people to swallow then taking a side as GM. If you are playing and you and the GM or you and another player are arguing, offer a roll off. If it isn't super critical, most people will agree to it.
7. Rules as Intended > Rules as Written. I am a huge believer in this. The intent of the rule means more to me then what is written. If the intent is to stop X from happening, I don't care if you can find a loophole that says you should be able to do X because it wasn't written clearly enough to close the loophole. I also believe this is great to have as a player and a GM, it makes you more flexible, as a GM, and as a player, it stops you from trying to take advantage and meta game. I can't stand playing with metagamers, they bore me and I quickly lose interest.
8. Know when to roll with it, know when to punish. If your players wanna do something dumb, let them and follow up on it. Your plays wanna wander away from the narrative? Whatever, roll with it and enjoy it. But don't let them forget they are part of the world and it doesn't revolve around them. Instead of rushing off to stop MR. BADDIE from unleashing his DOOOOOM on a town, they decide to go chasing after some NPC because murder hobos gonna murder, whelp, when they get back have that town be ruin. Just set that precedent that the world doesn't freeze just because they do. If they don't act, the world will keep moving and often for the worse. Trust me, nothing is more amusing then watching your players realize that, yea, all these people are dead because you were gonna murder hobo, some hero you are. It won't stop it, but it does add consequences which is great... even if it means you gotta do more record keeping.
9. Don't over do it with traps. I don't set traps all that often in dungeons, I know, I see you looking at me like 'wut'. I use them. Just not all the time. The reason is.. pretty simple, if you use traps a lot, players slow down. They start to treat everything like its a trap and you have to sit there as they make test after test to see if each new room is trapped. It bogs down the game. No, what you do, is you don't set traps all that often, so when you do, it completely catches them off guard. It makes it more enjoyable for you, for them and you don't have to do a thousand checks [Although, yea, after they fall for one, be prepared for a session or two of paranoia, but its okay, give it some time, they will loosen their guard again]. And as a player, don't go crazy with checks. Come on, if this is the third damn hallway you search for traps, your GM is just going to put a trap there because you annoyed them not because there is one.
Know your character and their rules. I don't ask people know the entire rulebook to DnD or Warhammer RP, or whatever. I sure as hell don't. Asking a player to know every single thing is insane, but knowing the basics does speed up the game exponentially. What I do want is people to understand their character and their character's rules. Cause I sure as hell ain't going to remember all their modifiers, rules, feats, whatever and, more over, its not really my job to remember everything about the player's character. I am more then happy to help with general rules as we are going, look at rule interactions, etc, but I am not going to memorize everyone's character sheet, just not happening. So don't give me the evil eye when you forgot your character could do X and are mad that I didn't remind you they could do X. Its your character. You should have remembered.
What do you mean by “the product”Engagement is more important than the "product" and it's not solely the Leader/Game Master's responsibility.
Thanks, this has good advice. I haven't had a player that leaned to randomization, but I wish I experienced one. Kind of want to try it myself too.
Personally, while I absolutely agree it’d be insane to ask a DM to keep tabs of every single thing about the player’s characters, I believe that reaction elements, and passives, which pertain to how NPCs would interact with the players or something players can do during the NPC’s “turn” to act, is something the DM should be aware of. I say that because the DM controls the NPCs, not the players, so if there is something passive to modify their behavior towards the players, only the DM can make them do it, and if the DM expects the players to remember it instead, that will only lead to arguments of “oh, but the NPC should’ve acted this/that way, because of this feature...”. Or if an NPC is doing something in a situation where the player has a very specific response for that kind of thing (say, an NPC is casting a spell and a PC can use a counter spell) then it falls on the DM to (when appropriate) create a window of opportunity, even if just a few moments, for the player to be able to speak up and respond.
Depends on what you mean by 'passives'. If you are referring to something about the setting, say, this NPC is a devote follower of sigmar and that player character is a dwarf so is going to get more positive reactions from said NPC [As one of the central creeds in that religion is to be nice to dwarfs and help them out], sure, but that is less 'knowing their sheet' and more 'knowing the setting'. Usually, however, if a player has something that can affect an NPC its a dice roll such as a spell like charm or a persuasion attempt. Players being famous or known for helping people in the town and so the NPC from said town should be nicer, isn't knowing the player sheet as, I'd say, knowing the setting again.
What I mean by a passive in this case, or at least the example I had in mind, was something like the diplomat feat from D&D 5e (UA):
"If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter."
Now granted upon re-reading this effect isn't entirely passive (it does say you "can" make a charisma check), but it still has the traits I was describing regarding it being outside of the player's ability to determine. The player can neither
A) Decide a minute has passed
nor
B) Know if a given NPC can even be affected by this
The GM has to make those two determinations and I think we can agree we don't want a scenario where the player spends every 5 minutes asking whether they can use the feature. So for situations where you have something like this, it's important for the GM to know of it.
Another case would be, say, some kind of passive detection feature, allowing you to sense a certain kind of monster. The DM being aware that the player can sense them would be important to give information appropriately.
When I referred to the "product", I was specifically thinking of participants who want the roleplay to achieve certain personal outcomes but who prioritize those above engagement with other participants.What do you mean by “the product”