I talk a lot about how to GM – mainly because
GMing is the vast majority of what I do. But recently, I’ve been given the
chance to play on the other side of the screen a bit, and it’s refreshed my
perspective of how to be a good player.
GMs see good players every session we run
(if we’re lucky – in which regard I am very) and as such we have a good view to
give to the other side. This is the view as I see it.
Tip #1 – Be a Fan
Be a fan of your game, and your fellow
players.
Just like when you watch your favourite TV
show, you should be routing for the other characters. You should be excited
when they win, and heart broken when they lose. You should be cheering them on,
every step of the way. Now, just like in any TV show you watch, you may not agree
with everything a beloved character does, you should always at least want to
see what happens next.
And just like any fandom, you should feel
the urge to tell the other players that you’re a fan of their characters. Tell
them your favourite things they’ve done. Share the experience with them.
If you love their characters, they’ll
likely love yours as well.
Tip #2 – Develop a Voice
Develop a voice for your character – not just
how they sound, but how they respond.
Often people advise players to ask
themselves “What would my character do?” I’m suggesting you ask yourself “How
would my character do that?”
If you’re so inclined, come up with an
accent to play as your character. Make sure you can keep it up, though!
Otherwise, just think about how your character acts. Are they sheepish? Are
they shy? Are they assertive? Are they full of jokes, or deadly serious?
And don’t just make this static. Always be
open to fill in the edges. Maybe they’re normally pranksters, but take on a
cold tone when dealing with blasphemers. Maybe they’re usually a hard case, but
can crack a smile now and again with everyone else.
Whatever it is, this tip is about developing a voice, not having a voice
already developed… The game is about who your characters are, and who they
become. We should see them change.
Tip #3 – Don’t Begin with a Finished Backstory
I know how fun it is to write massive
backstories for characters. Trust me. I’ve been there! But I don’t think it’s
wise, or as fun, to start a campaign with a fully fleshed out backstory.
Begin your campaigns with a clear idea of
your character, but leave the details up to development (as the above tip).
Allow things to grow organically. Maybe you can work some of the events of the
campaign into your backstory, to allow for more adventuring hooks!
By not beginning with a finished backstory,
you allow your character to grow a little more naturally into the world. You
might go to a tavern and decide that you’ve been there before. Hell, it might
be where you had your first drink – and the kindly woman behind the bar? She’s
your God Mother…
Of course, ask your GM about these sorts of
things before you start out – but 9 times out of 10 I’d imagine they’d be
thrilled for the added input. And any GMs out there that aren’t – well, you
better have a damn good reason why not, otherwise we need to have a talk, you
and I.
Also, feel free to improve on the spot. Do
you know that your character’s family died in a fire? Are you looking at a
burning building right now? Maybe this is giving you flash backs. Mention this
to the GM, and everyone around the table can play it out a little…
Tip #4 – Build Connections
Look for opportunities to build connections
– everywhere. Build connections between your character and the world, but most
importantly your character and the other characters.
This tip feeds off the last one, but always
look out for the chance to hook your character onto something another character
does. Has a party member just buried an old companion? Why not comfort them and
trade stories about your lost friends. Maybe you’ll find out you both knew the
same person. Maybe you’re both carrying a missing piece of a puzzle.
Again, let your GM know what you’re doing.
They should be willing to go along with these sorts of things. Which brings me
to…
Tip #5 – Ask Leading Questions
Whenever you’ve got a good idea, ask your
GM leading questions – but for the love of everyone around the table, please
show your hand. Nothing is worse than the players trying to pull a fast one on the GM. The GM has enough to worry
about – understanding the fictional position of the game world shouldn’t be one of them.
What this tip means is, if you have a cool
idea, ask the GM if it’s possible, or how it could be done. Ask them if you can
use the powdered sugar from the case of donuts to dust for finger prints. Ask
them if Gnomes prefer gifts of gold or gems. Ask them what you know of Giant
heroic myths.
By asking the GM these leading questions,
you’re showing them what you find interesting and important. You’re giving the
GM an indication that in this scene, at this moment, you want to express your
agency. A good GM will see what is happening, and let you run with it.
Further, most GMs will have to stop and
think. Hell, what DO Gnomes prefer? Sometimes they’ll make something up, and
create a twist in your story. Other times, they might just throw the question
back on you. What do you think? This is them telling you run with that agency!
Tip #6 – Relinquish the Spotlight
Just as it’s the GMs job to grant spotlight
moments, so too is it the players’. If you notice someone around the table isn’t
as engaged, then engage them in the story! Call on their character to aid you,
or to ask them for their expertise. Allow them to show off their own character
traits.
This comes back to building connections.
You should always be looking for ways to make the other characters relevant to
your character – and to give them time to shine when you do. This will make
other players enjoy playing with you, and will also make your GM very happy. It
can be hard to manage everyone at the table, so if the other players have their
back, the GM’s job is much easier.
For example, say you’re playing a fighter
with a military history. You notice some strange terrain features in a field.
You know they look a little bit like fortifications, but you’re not sure. You
could maybe ask your ranger friend if they’re naturally occurring. Or you could
ask your rogue friend to scout them out. Once you find out they’re actually
burial cairns, you could ask your cleric companion to which culture and
religion they belong.
Say you’re a scholar, and you need some
protection moving through a dungeon. Why not directly ask the fighter to take
the lead? Tell them why they’re most suited to this task, and encourage the
player to express themselves in how they bravely journey on first.
Try even making suggestions about possible
links in the campaign. If you know your paladin friend is searching for an
ancient mystical shield, and you see a shield on the wall of a far off tomb,
shout out to them that maybe it’s the one! Then get out of the way, and let
that player take over the spotlight for a few moments. They’ll be happy that
you did.
Tip #7 – Take a Turn GMing
Every player should GM at least once. The
very act of trying out the other side of the screen gives you so much
perspective and appreciation for exactly what the GM does that it’s invaluable.
You’ll be an infinitely better player for this one act than any other, because
you’ll understand what the GM is doing, and be able to help them in little ways
like wrangling the other players, or keeping track of HP, or whatever.
Tell your GM what you’re doing and why, and
I guarantee they’ll help you in whatever way they can. GMs love making new GMs,
and having a chance to sit back and play once in a while.
Play More Games!
And a final bonus thought for you… Play
more games. All sorts of games. Play everything you can. You’ll learn lots
(even if it’s just which games you like, and which you don’t).
Have fun out there!
No comments:
Post a Comment