A lot of focus is often put on the Game Master delivering a good game to their players. That might be expected, since they have the largest responsibility and the most important role at the table. But that doesn’t mean the GM should be the only one to put in an effort to make the game fun. Everyone can (and should!) do their part to ensure everyone has a great time. Here are a few simple things the players can think about to help make the game great.
The Tone
The tone is the overall feeling and atmosphere of the game. It can be anything from horror to comedy, relaxed to serious, casual to epic, and anything in between. While the GM initially sets the tone with their scene descriptions, the tone is then completely in the control of the players. A horror scene could become a comedy with a single joke, and what was supposed to be a casual side quest to rescue a cat could become a deadly serious matter.
The game works best when everyone is aligned on the tone. Think about what tone your GM is going for at the start of each scene, and choose and describe your characters actions in a way that aligns with that tone.
For example, opening a door might not warrant much description in a relaxed scene where the stakes are low. But in a suspenseful situation where a monster is lurking somewhere in the building, you could describe carefully reaching for the doorknob, turning it as quietly as you can, and cracking open the door just a tiny bit to peek inside. Slamming it open while singing All Star by Smash Mouth would be altogether wrong in that situation.
Do This
- Pay attention to what the tone the GM is going for, and stick to it.
- Adapt your descriptions to fit the tone.
The Tension
The game will be full of scenes with varying degrees of tension. Tension rises in pace with the stakes and danger. The more tension there is in a scene, the more you’ll be inclined to break it. My advice is simple: don’t. That’s how you ruin the GM’s buildup and completely take the impact out of the epic reveal. Simply being aware of the tension is a great first step to helping maintain it. There will be relaxed scenes later to deflate the tension, but don’t force it in the middle of the boss battle.
Do This
- Be aware of when the tension is going up and avoid breaking it.
Your Turn
In games like D&D, combat has the most rules and is generally the slowest part of the game. However, in the narrative, combat is fast and chaotic. To prevent what should be a fast and exciting scene from becoming an hour-long slog, you need to help keep things running quickly. Try to think about what you want to do on your turn before it rolls around. It’s also great to have a default action, like a cantrip or a simple attack, in case the situation changes so much that your planned action is no longer possible.
If you have particularly complex features you wish to use, it’s always a good to give it a quick read while you wait for your turn. You should never say you cast as spell and then expect the GM to know all about how it works.
Do This
- Prepare your turn before it comes. When it does, be ready to roll right away.
- Have a backup plan in case your planned action doesn’t work.
- Know your features before you use them. If you have questions about them, ask the GM before you need the answer.
Yes, And…
When another Player Character does or says something to the party that isn’t directly related to moving the plot forward, it’s easy to move along without really acknowledging them. But if you want to give your character more character and develop their personality, it’s useful to participate in these discussions, and even initiate them yourselves. After all, what’s interesting about a group of faceless boards of wood saving the world?
Do This
- Participate in discussions and share your character’s opinions.
- Show an interest in the other PCs and ask them questions.
- You don’t have to know all the history, thoughts, and opinions of your character in advance. Just make stuff up!
- Involve others directly in your ideas. Make them make stuff up!