7 Things Which Will Make You A Better Player In Any RPG

This was first published via Kieron’s newsletter, a while back.

One of the things which I’ve been chewing over since getting back into RPGs is that there’s so much advice for GMs and so little advice for players. I keep thinking over why – though the whys aren’t what I’m about to write about. This is prompted by seeing some folk believe that there was no such thing as general player advice, and all advice is system/genre specific.

Which got me thinking. Do I think that’s true? As the list below shows, I don’t.

The first four are ones where I think I succeeded, and as principles generally guide you towards better play no matter what game you’re playing. The last three are mainly applicable to games with a significant story component (the last especially). There’s a few more I played with, but they were more about being a good at the table generally – about being a better player in any game rather than specifically about role-playing games. I also avoided ones which were more GM-and-player advice rather than just player advice (if there’s a problem in game, communicate out of game, use appropriate safety tools, etc).

I also didn’t include “Buy The GM Stuff”.

Anyway – here they are. See what you think.

GENERAL PLAYER PRINCIPLES FOR BETTER PLAY

1) Make choices that support the table’s creative goals

If you’re playing a storygame, don’t treat it like a tactical wargame. If you’re playing a tactical wargame, don’t treat it like a storygame. If it’s bleak horror, don’t make jokes. If you’re in a camp cosy romp, don’t bring in horror. It also varies from moment to moment – if someone’s scene is sincere, don’t undercut it.

2) Be A Fan of The Other Characters

This is GM advice in almost all Powered By the Apocalypse games – for the GM to be a fan of the characters. It’s a good trait for a player to cultivate. Be actively excited and interested in the other characters’ triumphs and disasters. Cheer them on. Feel for them. Players being excited for other players always makes the game better. Players turning off until it’s their turn always makes it worse.

3) Be aware of the amount of spotlight time you’re taking

This is a hard one for fellow ADHD-ers, but have an awareness of who is speaking more and who is speaking less. A standard GM skill is moving spotlight time around to players who have had less time. Really good players do this too. Pass the ball.

4) Learn what rules apply to you, to smooth the game, not derail it.

To stress, this isn’t “come to the table knowing everything” but learning the rules that are relevant to your character along the way, especially if they are marginal (looking at you, Grappling and Alchemy rules). Doing otherwise adds to the facilitator’s cognitive load and hurts the game’s flow. The flip is being aware that knowing stuff isn’t an excuse to break the game’s flow with a rules debate either – that’s an extension of the third principle.

5) Make choices which support other characters’ reality

If someone’s playing a scary bastard, treat them like a scary bastard. If they’re meant to be the leader, have your character treat them like the leader , for better or worse. A fictional reality is shared, and you construct it together.

6) Ensure The Group Understands Who Your Character Is

This is the flip of the above – having a character conception that is clear enough that everyone gets who you are, what you want to do and how you want to do it. If you don’t, the table will be incapable of supporting your choices. This links to…

7) If asked a preference in a story game, a strong choice is almost always better than a middling choice.

Don’t equivocate. If asked “You’ve met this person before. How do you feel about him?” either “I love him” or “I hate him” is better than anything middling. The exception is if it’s something you’re really not interested in pursuing.

[Art Credit]