Actually, I think he might have meant that the points listed were things novice Players should think about when they start in the adventure gaming hobby, but that's just semantics more or less.
I think his post is largely bang-on, but I also thought a slightly altered version of it would be more appropriate to what I am specifically hoping to see in a new player (those playing in my campaigns, or wanting to in the future, please take note).
Snark Warning: Snarkiness Level set to Chartreuse. Pretty snarky but not too snarky.
Let's begin shall we? Being A Player in a Barking Alien RPG - Lesson 101
- GOLDEN RULE: Ask the GM questions and try stuff. Have fun!
- Talk to each other, you're a team so get to know your
teammates.
Don’t ask the GM if you can breathe or tie your shoe or whether the
modern day city street your PC is on has stores.
Are you dense? Try to imagine the place the PC is at, what it looks like, what
it would be like. Seriously.
- Look around at your surroundings, try to be aware at all times.
OMG! Yes
please. You are not alone in the game. Get to know each other.
- Listen - this means both you as a player and your PC in
game.
If you
have trouble doing this, let your GM know. Maybe he/she can draw a picture, set
up minis or something. If you can’t picture the environment (see #1), get HELP.
- Learn about your abilities, see Golden Rule.
But be
aware that you the Player can often hear things your PC can’t because they are
not near the source of the sound. Learn to separate these two concepts. Please.
- Look in your gear bag, learn about your stuff, see
Golden Rule.
Less
important to me. If it floats your boat, go ahead.
- Check for traps - decide if they should they be disarmed or sidestepped? Left for enemies to run into?
Less
important to me. If it floats your boat, go ahead.
- Always be searching for clues, information is as valuable as treasure!
OK, this
can be summed up easily. Think. Don’t be stupid. If you are stupid, expect it
to bite you in the butt.
- Record any clues you find or hints you might suspect are being dropped.
Yes. Yes.
Yes.
In most of
the games I run, information is much, much more valuable than treasure. There
usually isn’t much treasure per se.
- Learn about your enemies, keep a record in case you run into more.
Do you know
what record means? Take physical notes! Good physical notes. If we read the
notes from last sessions this session and don’t know who or what they are
referring to, YOU HAVE NOT TAKEN GOOD NOTES.
Remember fifth
grade? Yeah. Like that.
- In combat - look for cover and take up key positions
when possible.
Notes. See
above.
- After combat - loot the bodies, see #7, and see #8.
Remember
#7? Think and Don’t be stupid.
- Remember to get paid, collect treasure, and then convert it to liquid currency if needed. You earn XP for spending your income.
Do this in
one of my games and be prepared to face consequences unless appropriate to the
genre.
Starfleet
Officers, Superheroes, Knights of Chivalry, and Samurai do not loot the bodies.
- Return to HQ/town/etc. and get information on what
you've found. Refer to previous clues discovered.
Again, if
genre appropriate, get paid, collect treasure, etc.
Money has
nothing to do with XP in any game I run. None. Not even D&D.
- Heal yourself and other teammates whenever possible (this includes rest and nourishment).
Good
advice.
- Besides sticking to your class and/or race attributes,
determine who's doing what on the team - (e.g., is one of you the group's
"leader"? Who looks after team-owned gear, etc.).
Good
advice.
A few other, general pieces of
advice.
- Learn about basic tactics in combat
(flanking, etc.)
Not
applicable or appropriate in the majority of my games.
If you are playing Star Trek and you don't understand that the Captain is the leader, don't play Star Trek. Did I go too fast there? No? Good.
- When in doubt, ask the locals. Brush up on bribing,
interviewing, and intimidating NPCs. Even if encounters appear to yield
nothing, there could be a clue in their temperament or mood. What aren't
they saying?
Meh. If
you want to. Probably won’t matter in a universe where people can fly,
teleport, move at super speed, see the future, read your mind, etc.
- Try to determine who might find value in the treasure or information you've discovered.
Here’s a
thought, instead of bribing, and intimidating NPCs, get to know them. Maybe, and here's a
crazy idea, make friends. Who is more likely to give you good information, more
often; the guy who hates you, and is afraid of you, and can’t wait for you to
leave, or the guy who’s happy to see you and actually WANTS to help you out and
see you do well?
- Always review your character sheet -- look for ways of improving yourself. How will you spend your XP?
Where and
when appropriate, sure.
Meh. This
is fine as long as it doesn’t lead to min-maxing. Don’t min-max. It’s asinine. Update
your character logically based on their interests and goals.
Hopefully, this will give a little insight into how my games differ from most, with a little added humor. Hopefully.
Now put your books away.
Class dismissed.
AD
Barking Alien
AD
Barking Alien
A lot of the advice seemed pretty game- or genre-specific, as you suggested in your response. The big one for me is players listening. Having miniatures, maps, et al is great for non-auditory learners, but so much is still conveyed through the GM, who is effectively the narrator that describes the location, the NPC's, and everything else. I can not tell you the number of times I've had players miss major things because they were not listening.
ReplyDeleteMy goal here wasn't to discredit my good pal Jay over at EXONAUTS, whose advice matches perfectly well with the style of game he runs in the genre he run it.
DeleteInstead, I wanted to point out the specific differences in my style in hopes some giving my 'audience' (such as it is) a greater understanding of where I'm coming from.
In addition, I posted a link to this on my group's Facebook page. I wanted to give my players a better handle on where I'm coming from when I GM, and how our games aren't going to flow quite as smoothly if the player is 'thinking D&D'.
Now, my guys (most of them) are pretty darn good at listening (most of the time). Their note-taking skills are kind of hit and miss, but their memories are pretty good for the most part.