While all tables have different playstyles, these principles should be generally applicable. A lot of weight is often put on the Game Master to create a fun game for everyone, but the truth is we’re all responsible for making the game fun. Here’s how you can help!
- Act like the hero of the story:
- Care about the world, the people, and the consequences.
- “My character doesn’t care” is the most boring thing you can say.
- Being one of the main characters doesn’t make you a hero, you need to prove it.
- Make your character colorful and give them opinions.
- Lean into and enhance the DM’s tone:
- Know when to joke, when to be serious, and when to act frightened.
- Play according to your character’s personality traits, not your own:
- Remember their quirks and mannerisms.
- Make decisions based on what you know about your character.
- Build and expand on their personality as you go based on the decisions they make.
- Think about how the situation makes them feel and how they respond to those emotions.
- Don’t always do what’s optimal, make choices that make the story more interesting.
- Help the DM paint the picture:
- When you’re talking, you’re the narrator. Picture your character’s actions and describe them.
- Try to phrase your questions to the DM as in-character actions.
- Describe what the action looks like instead of just saying the ability’s name.
- Make the game fun for everyone else:
- Help bring others into the spotlight.
- Interact with the other characters as much as you can. Use their names.
- Remember: the game is not passive entertainment. You get more out of it the more you put into it.
- Keep the game moving:
- Know your character’s statistics and abilities.
- If you don’t know how an ability works, make sure to learn before you try to use it.
- If you have questions about an ability, ask them before the game.
- When it’s your turn in combat, you should:
- Have decided what to do.
- Have double-checked any complicated abilities you want to use.
- Have the dice ready in your hand.
- Communicate effectively:
- Let the DM know if there’s something you don’t enjoy.
- Make sure the DM and the other players know when they’re doing well.