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. 

3 comments:

  1. This is some good information for how to mindfully manage your character, and I should definitely take care to keep it in mind when I finally get to play a campaign. I should look into more of the technical side of character creation though.

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  2. Have you ever played in a game with someone who took all the fun out of it and made it all about themselves? How did you handle that situation if you have?

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    1. Absolutely. You will always meet at least one person who takes control of the game, either directly or indirectly. Personally I didn't have to manage it much due to the other players at the table. We all provided our input on the situation and handled it like adults. If the person doesn't back off, I suggest finding a new group, or vote them off the island per say.

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