Wednesday, March 6, 2019

Tips, Tricks, and Dungeons


So now you know how to be a better Player and a DM, but what about a better experience overall? There's more to a good game than a good DM and having excellent players. 

It certainly helps, but you can do so much more than what I've already mentioned, and this is just for everyone to do. Players and DMs listen closely, because these can help your game immensely. 

Prepared for war: 


The best players and DMs are prepared for whatever session they come to. As a dungeon master you will need to prepare more than your players, but never just wing it for a session. 

You will need to improvise sometimes, but what you plan to do should have some prep work done for it (it also makes things WAY easier). This helps the game flow much better when you have material ready and on hand. 

This applies to players as well, have everything ready for your characters. This include your character sheets, any special abilities or spells you may have. 

Understanding everything there is to your character makes it much easier when you're put in a tight situation and have so many options available. If you have a spell for invisibility, knowing that makes a stealth based mission you're trying to go through. 

This also pertains to the flow of the game. It breaks the immersion and fun when you're sitting there for 5-10 minutes trying to pick what you want to do. 

Be prepared so you don't stop the flow of combat or usual role playing opportunities, it makes the game flow much better, and overall keeps everyone involved and motivated. 

All of these things are necessary to keep the game going, and makes it much more enjoyable for everyone. 

Good people: 


This may sound cheesy (and extremely stereotypical) but you have to be a good person. Being rude to people while you're trying to play with them just makes you a terrible person no one wants to play with.  

It sounds like something you learned about in grade school, but it's true. No one wants to play with people who suck all the fun out of everything. 

DMs can do this by being very strict, playing exclusively to their own house rules or not letting their players have freedom to do what they want. Don't feel bad taking the reigns every so often (players derail all the time) but don't go overboard. 

Players are guilty of this too, but the biggest offense is being a distraction at the table. Looking at your phone or talking over people just makes the game feel, bland. 

It's not fun, does that sound like fun to you? 

No, it's not. Basic human decency is necessary for a game so dependent on people. People run the game, and they play every part of it. 

Being preachy is necessary as too many newcomers have ruined experiences because one person couldn't keep it together. 


Monday, March 4, 2019

Good Players, Better Teammates


Welcome players, explorers, adventurers of every sort! Players get to experience the world firsthand created through your Dungeon Master. They have built a world for you, or have used one of the many adventures created by Wizards of the Coast, the creators of D&D! 

Now your job is to have fun - do crazy and wacky things that your heart desires (going off the rails is a lot of fun). However there are a few things that you can implement to be a better player at the table. 


No Showboating: 

As players you are all part of a team - a party if you would. Now parties work best when everyone is able to work together. 

Remember that everyone is there to have fun, so you should allow them to. 

Don't steal the spotlight, everyone is passionate about their characters (that's what makes them fun!) . So you can sometimes get carried away and steal the focus off of what should be going on. 

Do not do this, it's a horrible thing to do for other people. You may have a cut throat criminal with a dark and brooding backstory that no one knows, but that doesn't mean you can steal other people's thunder. 

Everyone has their chance to be in the center spotlight, and you'll get your own too. 

If you feel like you're a bit out of hand - ask people to get involved. Simply asking for a character's opinion can do wonders for letting your party get active and participate. Even if they've just been quiet that day. 

Letting other participate lets others have fun, everyone will have their time to shine, and some characters are better at things than others. Each class does their own thing. 

That's where you let your hulking barbarian win you a bar bet - letting them take the show instead of you! 

Cooperation: 

All the best teams work well together, and your D&D party should as well. Understand that this is a team game, otherwise why would there be multiple players working together? 

The best parties work well together, and continue on the path in a way that makes sense. You can have someone who isn't quick to trust others, but give them a reason to be with the party. 

Your character should want to be there, otherwise why would they be? 

In fighting and confrontation between characters can be fun - hell it's a wonderful way to build character and relationships - but it shouldn't be constant. If you and another player don't work well, be the better person and just walk away (metaphorically or literally). 

If someone is just not letting everyone have fun, why even play with them? It sounds like schoolyard talk, but it makes sense. Why invite someone to play a game when they're just going to sap all the joy out of it. 

Your characters should connect in some way, either they're just really good friends or they realize it's better to work together than alone. 

Anyone can make a loner, but they have to realize that working together is for the better. Working solo can only get someone so far, and in D&D it just doesn't work. 

It's a multiplayer tabletop role playing game, and the multiplayer is very important.