finally
Initiate Douchebag
Posts: 23
Preferred Game Systems: WFRPG & Skymningshem
Currently Playing: Trudvang
Currently Running: Savage Worlds
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Post by finally on Apr 21, 2015 12:42:08 GMT -8
My GM learn all systems, prep campaigns, bring all the dice/paper&pens, tell us the lore. Sometimes it feels like the GM do all the hard work. I want to help enhancing the experience. - I always make different characters with backstory.
- I draw my character and often other players characters as well (steal google-artwork and photoshop)
- I othen try to set the mode with background-music.
- I (mostly) summerize adventures online. This is how it looks (mostly Swedish)
What can I (as a player) do to make games even more fun. Is that all up to the GM, and player need only to not fuck it up?
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Post by weaselcreature on Apr 21, 2015 13:05:31 GMT -8
-Learn the fluff for the setting. Sure, your character my not know all the fluff available to the player, but a good player can filter out what fits and doesn't, and then work it into the game (even if it's just side comments, or sayings fitting the setting; dropping an appropriate city or Noblepersons name). It will help immersion for everyone and up the level of roleplay.
-Be proactive (but not a spotlight hog). If it's something your character would take part of/be interested in, jump on that!
-Learn the system. At least the combat system. That will help combats move swiftly; when combats bog down, it can suck some of the energy out of an encounter. A new system may take some time, but if it's been 10 sessions and you're a wizard, know how to make a caster level check!
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Post by natebob on Apr 21, 2015 23:37:29 GMT -8
Help with the bookkeeping. Keep track of treasure, loot, vehicles, clues, etc ...
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Post by heavymetaljess on Apr 22, 2015 4:24:23 GMT -8
-Learn the fluff for the setting. Sure, your character my not know all the fluff available to the player, but a good player can filter out what fits and doesn't, and then work it into the game (even if it's just side comments, or sayings fitting the setting; dropping an appropriate city or Noblepersons name). It will help immersion for everyone and up the level of roleplay. -Be proactive (but not a spotlight hog). If it's something your character would take part of/be interested in, jump on that! I have to second both of these. The thing I spend the most time on in my game is fluff and every time someone remembers a location or NPC name and reference them it lets me know I created something both memorable and liked. My game is not traditional European fantasy so when players mentioning street food vendors with kabobs or when they use the Middle Eastern names for their weapons, I appreciate the help reinforcing the setting. Being proactive helps the GM create a story that follows your interests. I can not iterate enough how much the story builds off of the mutual contributions of the players and the GM. Without proactive players, GMs start to feel like we're railroading because we're "telling" a story rather than "building" a story. finally The things your doing are amazing; especially summarizing the adventures online.
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Post by Kainguru on Apr 22, 2015 5:04:41 GMT -8
Bring a Hobo with you, cause 'you-know-why' (helping the homeless, giving them a warm meal, all while helping the GM to relax) Just make sure they've got no teeth left . . . they can snag . . . Aaron
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Post by weaselcreature on Apr 22, 2015 8:32:56 GMT -8
-Learn the fluff for the setting. Sure, your character my not know all the fluff available to the player, but a good player can filter out what fits and doesn't, and then work it into the game (even if it's just side comments, or sayings fitting the setting; dropping an appropriate city or Noblepersons name). It will help immersion for everyone and up the level of roleplay. -Be proactive (but not a spotlight hog). If it's something your character would take part of/be interested in, jump on that! I have to second both of these. The thing I spend the most time on in my game is fluff and every time someone remembers a location or NPC name and reference them it lets me know I created something both memorable and liked. My game is not traditional European fantasy so when players mentioning street food vendors with kabobs or when they use the Middle Eastern names for their weapons, I appreciate the help reinforcing the setting. I'm still catching up on the backlog and am listening to episode 100 (S-5, Ep-20) and Tappy just lamented this very thing. One of his players tried to do something that he may not have done had he known how big a deal it was (stealing a Tech-10 sword from the 1 faction who has access to that and it's their BIG THING; the character was almost killed). So here's Tappy, a GM who wrote a bunch on the setting, and the players didn't read it. Stu and Stork agreed that players just won't do that, they'd rather just play. While this is not my style (I love reading setting stuff and knowing the world my characters are in), it's time to up your game, players! Get invested! The GM puts time into this shit, and it's disheartening when it's ignored and uplifting when it's thrown in of a players own accord. I'm not an experienced GM, but have done it a little in the past, and a LOT more lately and I've experienced both sides of this, and appreciate the players who put in a little effort.
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finally
Initiate Douchebag
Posts: 23
Preferred Game Systems: WFRPG & Skymningshem
Currently Playing: Trudvang
Currently Running: Savage Worlds
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Post by finally on Apr 22, 2015 10:25:34 GMT -8
Learning the fluff in advance wouldn't save time nor effort if I'm the only player doing so.
I often ask for movie-recommendations, prior to the game, to set the mode: • For WFRPG, films like: Black Death, Hansel & Gretel: Witch Hunters, Season of the Witch. In that way I can bate (and even force) all friends to watch it - Movie-night, and it's my time to pick, bitches!
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Post by weaselcreature on Apr 22, 2015 11:48:36 GMT -8
Learning the fluff in advance wouldn't save time nor effort if I'm the only player doing so. As a GM, even if just one player learns the fluff, it's a nice addition and helps the feel of the game. That one player can also have his character help guide the group in a more setting-appropriate manner when needed. IMHO
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Post by greatwyrm on Apr 22, 2015 14:59:43 GMT -8
1. At the risk of repeating a bit, know the rules. Not all the rules, mind you, but the ones you're most likely to need for your character.
2. Take the f'n plot hook. If the GM prepped something, it was with the intention of you having fun with it.
3. Treat game time like an appointment. If you're going to be late or unable to attend, let them know at your earliest opportunity.
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Post by ericfromnj on Apr 22, 2015 16:42:00 GMT -8
3. Treat game time like an appointment. If you're going to be late or unable to attend, let them know at your earliest opportunity. Amen to number three!!
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Post by jonas on Apr 30, 2015 5:32:44 GMT -8
An easy thing a player can do to make the game more fun for the gm is to buy him/her pizza and snacks. It's not a big thing, but is a nice gesture that makes the gm feel more appreciated.
[ Sen kan man i smyg prata ett språk som spelledaren inte förstår. Får hen att känna sig unik. Eller kanske inte. ;-) ]
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Post by weaselcreature on May 1, 2015 10:36:26 GMT -8
An easy thing a player can do to make the game more fun for the gm is to buy him/her pizza and snacks. It's not a big thing, but is a nice gesture that makes the gm feel more appreciated. [ Sen kan man i smyg prata ett språk som spelledaren inte förstår. Får hen att känna sig unik. Eller kanske inte. ;-) ] Definitely. Especially if the GM is also host. My wife and I host and GM, and it's nice when the players bring stuff for everyone to munch on; it's another load off our shoulders.
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Memnoch
Initiate Douchebag
Liberty!
Posts: 46
Preferred Game Systems: D&D 3.5 , Star Wars D20 , GURPs
Currently Running: GURPs - The Weird West
Favorite Species of Monkey: Kowakian monkey-lizards
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Post by Memnoch on May 1, 2015 15:47:08 GMT -8
1. Keep up when who's turn it is, and when you take your turn. Do not expect the DM to tell you that its your turn in combat ever go around.
2. Somebody volunteer to be the note taker, so that there is a fairly detailed log of the previous game session, and maybe even give a quick recap from the log before beginning each game session.
3. If it is a game that you are going to be playing for a long period of time, or that you are going to play often buy some of the core books, the GM needs to be able to consult a book without having to pry it from your hands because you cant stop looking at the barbarian chick in her bikinimail...a common cause for violating #1
4. It has been said above, learn the game's lore/fluff. Remember the name of the NPCs, hell remember the name of at least one NPC, just one, just one in the entire world. ( This is one of my short comings, so gms throw my a fucking bone, and make npc names distinctive. )
5. Use the golden rule. Do and treat other people the way you would hope that they would treat you. This would eliminate most problems before they ever crop up.
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Gilded Phoenix
Initiate Douchebag
Posts: 23
Preferred Game Systems: GURPS, 5e, FFGSW, Savage Worlds
Currently Playing: Dungeons and Dragons 5th Edition
Currently Running: Fantasy Flight Games Star Wars
Favorite Species of Monkey: Sea
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Post by Gilded Phoenix on May 27, 2015 6:07:18 GMT -8
It sounds to me like you're already going the extra mile, and I can assure you it is appreciated! Don't be afraid to ask the GM for ideas on how you can help, or mention that you would like to help more in general. The GM may have some ideas for you. Also, consider your own skills and how those skills may help the GM. For example, if you like drawing character portraits, maybe the GM would appreciate a portrait of a major or recurring NPC. Honestly, the best thing you can do is what you're already doing: show enthusiasm. Rock on, finally!
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Post by jazzisblues on May 31, 2015 16:55:56 GMT -8
In systems where combat is a bookkeeping chore (Pathfinder for example) have one of the players actually run the combat.
In Savage Worlds I have a player deal initiative cards. I keep two decks and when a joker is dealt we switch decks, hand the old one to the next player in line who shuffles the deck and has it ready for the next joker.
Just a couple of quick thoughts.
JiB
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