[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/tg/ - Traditional Games

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
  • Please read the Rules and FAQ before posting.
  • Roll dice with "dice+numberdfaces" in the options field (without quotes).

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


[Advertise on 4chan]


File: s1e100.jpg (214 KB, 1280x720)
214 KB JPG
Do you ever think about how you can improve as a player?
Do you put the onus on the DM for a good game?
How do you feel you can improve whether it be by acting more in character or ways that are more mechanical.
Any advice from GMs are welcomed too
>>
Now I'm certain it's bait.
>>
>>98046022
>actually read the fucking rules
>know what your abilities, powers, feats, spells, etc actually do
>take notes, if necessary
>stay engaged with the game
>ask questions when you're unsure of what to do
>actually fucking show up to every session, rested, fed, hydrated, attentive, and ready to play.
>>
File: 1622589225195.gif (178 KB, 320x216)
178 KB GIF
>>98046091
If you can do all of these, you are already an excellent player.
Hell, I'd whittle it down to just
>know what your abilities, powers, feats etc do
>stay engaged with the game
>show up ready to play
And you're doing better than a solid 80% of players I have known.
Having a player become engaged, take notes, and ask questions literally makes DMing worth it.
>>
>>98046180
Hell, I'd take a whole table of players who don't know shit about shit when it comes to the game, as long as they are engaged and willing to ask questions.
>>
>how to be a good GM?
>create engaging plot hooks, exciting and varied encounters, prepare but also improvise, cater to players' interests, handle interpersonal drama, make sure everyone's got a chance to contribute, know the rules through and through
>how to be a good player?
>do bare minimum of showing up on time and reading your character sheet at least once
>ok, you can do just half of the bare minimum
>>
>>98046331
Players' only real responsibility is playing the game. If they are showing up with plot lines and plans for how the story is going to go, they are encroaching on the GM's duties in a bad way.
>>
>>98046022
Improving as a player depends on whether or not the activity you're participating in is actually a game.
Assuming you are, there are a number of things a player needs to consider:
>causing as few disruptions to the game as possible
>contributing as little to an active derailment of the game as possible
>having all game-related materials organized in a way that access and cross-referencing is quick and easy
>information retention and language comprehension are a must
>knowing the rules of the game, which includes agreed-upon base rules and house rules, of course
>proficient grasp of any mathematical functions present in the game

But if you're "playing" D&D, then all you need to consider is whether or not you should find a new DM if you don't like what he's doing, because he can do whatever he wants, so like it or leave it.
>>
>>98046397
Not necessarily. Much the same way a player's behavior can be critiqued, or suggestions can be made about it, players can make suggestions and critiques of the GM's style. Feedback is part of both persons responsibilities, which necessarily includes articulating successes and flaws in the other persons functions.
As a GM could suggest ideas for PC behavior to a player, it wouldn't be unreasonable for a player to suggest plot ideas, plans, encounters they would like to see, et cetera. I wouldn't want a player showing up with a statline for some monster he wants to fight, but I'd certainly be open to 'can we have more adventures at sea?' or 'I'd rather do something else in this campaign, can we wrap up the current section/dungeon/whatever?



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.