Friday, November 3, 2017

The Player’s Job in Role Playing Games

A follow up to my last blog post about being a GM. First, some quantifications:
Player is a person playing a role playing game (RPG). Many RPGs have a distinction between “player” and “game master” and I will use that.

I cannot quantify the time I’ve spent GMing and being a player. For sake of argument let’s say it’s pretty even 50/50. Consider that when you read what I type. This will also be typed from a Dungeons and Dragons perspective but fits into all of the RPGs I have played (though I can assume not all … but I have not played all RPGs so I don’t know).

A player’s job is a little simpler than a GM’s job but it is, in my opinion, MORE important than the GM’s job. The player is the impetus to the game existing. Ultimately it is the player’s story being told. The players have true control over the game and I think that’s how it should be.

What should the player bring to the metaphorical and literal table?
Stuff:
1) The character(s) they are playing on paper.
2) The rulebook that covers the mechanics of the character being played.
3) Dice for the rule-system being played.
4) Pencil/pens.
** modern technology is in account – 1-3 could be covered by a laptop or pad and render 4 obsolete.

On the side there is the whole miniature equation. Many systems use miniatures as an enhancement and D&D 5e says they are not required but I find they really are but it still could be run without. I’m also very miniature-centric. If miniatures are being used than I strongly suggest the player provide the mini and make sure it is suitable for the game being played – proper scale and aesthetic and et al.

I’d also like to note that if a player plays a character that has abilities that allow them to bring in other playable entities like henchmen and summoned creatures they should be responsible for those also. Luckily there are affordable pre-painted and 2D (tokens) options available.

As I state in the GM-Job blog post the host (it may be a player) has a duty to provide a comfortable space. The player should also not rely on that and provide themselves some basics – snacks and drinks of their liking, dressed properly, other comfort items they may need. Basic social etiquette; I ask that the players I invite to my table provide for themselves things they want. If there is to be a communal meal of some kind than that should be communicated prior to the event.

“Software” aka Things the Player Should Know:
First, know the rules governing your character. Know how to play your character, that’s on you. Also be willing to actually run your character. It is under your control and part of doing this is also knowing the parameters you are allowed to control your character in game. Hence “know the rules”.

I’ve been in many games where players did not know how to run a wizard and they’d ask the GM if their character can do the thing. I’ve never played a game, and that’s a few dozen of them, where a character had to get permission from the GM to act on their turn. Pretty much every iteration of Dungeons and Dragons says “on your turn you can move and take an action”. It confounds me when I see this:
DM – “Player, it’s your turn!”
Player – “OK, can I cast a spell?”

Then you get pure lack of basic rules like:
Player – “Whoo I hit with my sword! How much damage does that do?”

If you are playing, for the very first time, a 1st level character in a new rule set? Sure. If you’ve got 2-3 sessions under your belt those answers should be known by now. I’m not saying memorized, you just need to write it down on the character sheet – most having spaces for that. People saying they are experienced have no excuse.

Just know the rules, or have easy access to the rules, governing the one character you play. No one else knows, or should know, what your character can do. You run it, it’s your responsibility… frankly it is your only responsibility.

By the way, when I’m GMing, I love rules lawyers. They know more than I do and I often pick the player with the most rules knowledge and ask them to be the Player Advocate – they can call me on any ruling I make and we will discuss it using the books and the rules as written. Also, as I state in GM Job, when in doubt just say “yes” and rule on the side of the players. In the future, if it fits into the style of game, I plan to even hand out yellow flags like in the NFL that players can throw down if they want a review of a ruling.

Other than Knowing the Rules a player must Know the Table; in other words have a conversation with the GM or the group about the game that’s planning to get played. Do you want to play in a relaxed Monte Hall-ish Keep on the Borderlands? Do you want to be in an epic three year campaign that goes from 1st to 15th level? Serious and gritty game or something kind of funny? Consider what compromises you are willing to make just to play. Can you add something other than just playing in said campaign? Paint some minis? Help run other table functions like mapping, combat tracking, etc? Do other players want these things?

What is your party going to be like? A team or a bunch of chaotic neutral buddy-fuckers? Do they know each other and does the campaign support this? Maybe the players all want to play wizards from different schools and the GM needs to know this to adjust to keep it fun.

Communication is the jist. Communicate with the table; this is all under the umbrella of social contract.

Furthermore don’t blur the line between player and character. Don’t do things “in character” to other “characters” against their will. That’s not cool. Unless you are playing in a buddy-fucker campaign it is never cool, without the other player’s consent, to steal the paladin’s sword and sell it in game. Being a chaotic neutral rogue is not an excuse and no GM should award that in any way unless it was agreed upon by the players to happen.

This, obviously, delves into some deeper stuff and experiences I’ve had that boils down to shitty players and the whole:
Chaotic Stupid…
Lawful Nazi …
Stick In The Mud…
… trope that is very common.  Bottom line, like in real life, be a decent person and only do things to other people with consent. Play any alignment all you want but there is no “Lawful Ruin Other People’s Fun” in any ruleset I’ve seen. Even if mechanically you are a stupid and evil character there are other things you can do to portray this other than sell your fellow players out.

This is also a part of Know the Table as you may find out in the conversation that some people just don’t like having players at the table that do things like this… so might be a good time to switch up your character concept of find a table that you and your dick character will mesh.

Anyways, this seems a bit simple but it is soooo important. Actually it’s really common to be at a table and see none of these concepts come to fruition.

In light of my last two posts I’ve decide to go into a fall hiatus in playing D&D and to concentrate on some historical minis I’d like ot add to my collection, namely some Norman Knights and crossbowmen so as to fill in gaps of my “skirmish” level Norman collection and bring it up to “battle” level – the difference between Saga and Hail Caesar basically. During this short RPG hiatus I will be planning a Blue Ribbon Company campaign to be set in a 5e adventure like Curse of Strahd or something. Stay tuned and thanks for reading.





3 comments:

  1. Very enlightening post for me, Gabe. As I mentioned in the previous post, I have absolutely experience in RPG, so this gives me a nice overview of what it entails. Also, good to hear you'll be adding to your collection with Normans.

    ReplyDelete
    Replies
    1. Thanks for reading Dean.

      RPG and war games do have a lot in common, RPGs (Dungeons and Dragons) was born from historicals so there is that. I happen to like both though I've only been war gaming for about 5 years compared to RPGs which I've been playing since 1979.

      My last 2 posts are from my own perceived "advanced" perspective... not like I'm Good advanced but more like I Did This Maybe Too Much. I'm a bit keyed up and maybe I've aged out of the ving diagram of fun and seriousness.

      It's why I'm glad I got into wargaming and it's now a very reliable fall-back that I love and it itches the itch! Plus, you grognards are pretty cool and I want to be one. There can be some extra above and beyond drama for D&D players.

      When I go to a new D&D table I feel trepidation... when I go to Enfilade I feel welcome.

      Delete
    2. It certainly sounds like combining both genres of gaming can compliment each other.

      Delete