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The onus of a good game is usually placed on the GM, but what can players do to make the game fun for everybody?
Or any advice for players in general.
>>
Never argue over a ruling for more than three sentences.
>>
In order:
READ THE GODDAMN RULES
Keep notes
If you have a question wait until at least end of combat/scene/encounter, preferably note down and ask the GM after the session.
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>>97565308
>If you have a question wait until at least end of combat/scene/encounter
That's a high standard you got there. I would start small: if you have a question, wait until the end of the sentence of whoever is currently speaking.

I had a table with my little brother and his friends and these little shits cannot fathom the idea that I'm currently explaining something to someone else while they already blurt out their next thought. Even when I was describing the location the PCs just arrived at, someone would talk over it because he wanted to know how that combat feat worked that he used three sessions ago. While I basically tried to say "you deal more damage", someone else interrupted me to ask another unrelated question.

Let the GM finish his sentence.
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>>97565285
this old nugget advice is still relevant today
>focus on fun, what this means varies from table to table, but whatever is fun to your players you keep it going
>the first time the party encounters a monster, describe it rather than just name dropping it and hoping the party will know what that is
>dont tell the party the exact HP of a monster, just say "its bleeding heavily" or "its almost dead"
>if 2 players are roleplaying a grudge between them, encourage it if it makes things more interesting, but if its starting to make play less fun for everyone else, then feel free to have a gold dragon yell "cut it out"
>if the players want to do something cool, you dont need the rulings to make a call for you, just say "you have a X% to succeed, you still want to do this?"
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>>97565481
Anon, when did you last get your reading comprehension checked?
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>>97565615
there was more stuff beyond what is in the image, including how to use miniatures
but that stuff isnt really important to learning how to DM
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>>97565637
Anon, my point is that this thread is about advice for players. You are posting advice for GMs.
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>>97565285
Pay attention. To the game, not your phone.
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Making a character amicable and loyal towards their party goes a long way
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>>97565285
1. Read the fucking setting primer;
2. Think about the character you want to play AFTER reading the goddamn setting primer;
3. Write a backstory comprehensive of motivation and goals in 2-3 sentences TOPS;
4. Make a character that is a working part of a team, you're not the goddamn protagonist of a story;
5. Make a character the complexity of which is proportional to the level of book keeping you're willing to put up with;
6. Learn the goddamn rules about your character abilities;
7. Always remember that you're playing a GROUP game. Be fucking expeditious when dealing with shit solo, don't monopolize precious game session time in roleplaying with npcs by yourself, don't pick character abilities thay would trivialize another pc role, etc...
8. Share some workload with the GM, here some examples of helping roles: quartermaster, mapper, journalist, notekeeper, known faction/npc tracker, game session organizer, (player side) rules referencer. Pick one.
9. Don't waste anybody's time at the table: attend, know your stuff, don't throw curve balls you can avoid, don't stirr shit because things aren't moving fast enough or you don't like the scenario, etc...

I think this much suffices.
>>
Try to make the other players the spotlight rather than your own. If every player at the table follows this advice, you have five players trying to highlight you rather than one.
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>>97565401
You're right, I'm moving note keeping to the third point.



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