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Good Players
Posted: Mon May 04, 2009 6:40 pm
by Captain Shiva
Now, we have done topics on bad and just plain annoying players.Now let's look at the other side for a change.What do you GMs feel are the characteristics of a good player? Let me start off with two: being there and being prepared.You can't play if you do not show up, and you can not play well if you are not ready.By ready, I mean that when the GM is ready to start the session, you have your character sheet, dice, and sourcebooks at the ready.
Re: Good Players
Posted: Mon May 04, 2009 9:15 pm
by Vrykolas2k
Prepared, show up on time, and know the rules of the game-world in general and their characters and items in particular.
Re: Good Players
Posted: Tue May 05, 2009 10:55 am
by Natasha
I require that I can get along with the player away from the game; if I don't want to hang out with him, I'm not likely to want to play a game with him. I like to hang out before inviting to a game first. Also I thoroughly enjoy it when a player knows his character inside and out and plays him consistently.
If I don't play for a long time, the first few sessions are awkward for me as I settle into the character. Usually I do settle but sometimes I've made a character I can't get into like I thought I could.
Re: Good Players
Posted: Tue May 05, 2009 12:15 pm
by Captain Shiva
Let me add another: doesn't screw up the campaign too often. Now, everyone who has ever played an RPG has probably, at one time or another, done something that the GM did not plan on, but I am talking about the people who tick off or waste important NPCs, and that sort of thing. None of this," I WASTE HIM WITH MY CROSSBOW!!" nonsense.
Re: Good Players
Posted: Tue May 05, 2009 12:27 pm
by Natasha
A cooperative, team-oriented player gets at least a silver star.
Re: Good Players
Posted: Tue May 05, 2009 2:08 pm
by Cybermancer
Lets see, currently I'm running a D&D 3.5 game for four players. I've run Rifts, Heroes Unlimited and Robotech for these players as well (the Rifts and Heroes game ran on alternating weekend for three years).
The first player, I will call Mr. Late. He is typically an hour late for everything. We're sure he runs on 'Mr. Late' time only. We have learned to schedule the games earlier so he shows up about the time we're ready to begin. We also use the hour we're usually waiting for him to get our pre-game socializing out of the way. We put up with his tardyness because he roleplays very well. He fully engages in the setting and embraces whatever character he is playing at the time. He speaks in character and acts out whenever appropriate. He devises detailed histories for his characters and makes his in game decisions based on what he feels are appropriate actions for his character rather than what the optimal choices are. He also has decent knowledge of the rules and follows them even if he doesn't agree with them. He is quite entertaining for all of us.
The second player, I will call Mr. Metagame. When he started with us several years ago, he had the least experience of all of us. Metagame, not surprisingly, is more engaged in the game aspect of the experience and is focused on winning. Early on he had a habit of trying to use out of game knowledge in game although neither the players nor I allowed him to get away with this. Then he tried thinly veiled attempts to justify his actions. He also always tried to 'teleport' to where ever the action was to get involved. If he hadn't been our friend, we would never of had the patience for him early on. Since then, he has embraced the roleplaying aspect of the game as well as the game aspect. He has redefined 'winning' as having fun. Mr. Metagame has a great sense of humor and clowns around both in and out of game. Recently his character background have become much more indepth, taking many pages and thousands of words. Telling a good story has become part of his definition of winning. He has a unique perspective that creates zany and funny character concepts. One of the best lines I've ever heard was from him. The GM (we were letting someone else GM for a one off game) told him that an enemy was punching him (with a MD punch). He replied that he was going to parry. The GM asked, "With what?" His response was, "My chainsaw." He is quite entertaining for all of us.
The third player, I will call Mr. Crazy. To my knowledge, he has never played an actual Crazy but perhaps only because that would be too predictable. Mr. Crazy is the type of player who in D&D would create an elf rogue raised by mad tinker gnomes. That same elf has a self imposed penalty on craft traps but is otherwise convinced that they are God's gift when it comes to trap making. That he is usually caught up in his own creations never seems to sink in for him. Mr. Crazy stands out by playing a character that is unique and may break canon in some way. In a desperate fight, he is the most likely to do something that is, well, crazy. He will take risks even when there is little gain to be had. Otherwise, he is somewhat quiet and willing to play a support role or be in the background. Definitely the wall flower of the group. Still, he is unique and has an offbeat sense of humor and is always willing to cooperate with the other players. He is quite entertaining for all of us.
The forth player, I will call Mr. NeverThinksThingsThrough. Mr. NeverThinksThingsThrough is the player who will catch a cab to the worst neighborhood in Century Station and start playing his guitar on a street corner. He is the one that despite having a streetlevel punk earnestly tell him he knows positively squat about the syndicates plan, decides the punk is lying and attacks using lethal force. In the middle of the punks gang territory. He is the one who has a character walk alone, through the Chi-Town burbs with nothing but a 9mm sub-machinegun and light armor. This guy once abandoned the entire party to face an Adult dragon when he had he best chance of contributing to their success. Or at least of escaping. His lack of foresight usually ends his characters up in bad situations and creates interesting challenges for the other players. He unintentionally amuses everyone with his attempted exploits. He is also very generous and loyal. Except for that one time with the dragon (where he did come back and felt horrible because he expected everyone to flee, he just won initiative), he would gladly trade his characters life to save anothers. He always attempts to be heroic and brave. He is the one that is most likely to remind everyone what they were fighting for in the first place. And if someone provides him a plan to follow, he is very good at doing so. He's reliable and always shows up on time and tries to help everyone to have fun. Perhaps unintentionally at times, he is quite entertaining for all of us.
So I guess entertaining players are the ones I consider to be good ones.
Re: Good Players
Posted: Wed May 06, 2009 12:30 pm
by Myrrhibis
Show up on time; have Dice & pencil/pen; know general world & system knowledge, and particulars of your character class (especially if not new to that setting). Have some idea of your character's history &/or the reason they are on the path they're going).
Don't metagame. Don't be die-hard rules lawyer. Calling the GM/players on deviations is fine - but when given reason for the change or told "after game/next break" - shuddup and move along. Esp if you haven't been in the group for a while/have taken a break. Usually they're house rules created for a reason.
Don't deliberately make a character that will not get along w/ other PCs - whether coming in later, or ESP when forming a new "game". Being a "solitary" person is one thing - being a PITA/prankster/if-it-aint-for-money-i-AM NOT-going PC is no fun.
Is willing to take the in-your-face plothooks from the GM at least occasionally - esp when 1/2 or better of the party is showing interest (we currently have someone who has point-blank told the GM he won't take any hooks). Railroading GMs=bad. But mini sessions only loosely tied together aren't what most player-groups want.
Willing to share books at-game if something needs to be referenced by a not-currently-involved player.
Re: Good Players
Posted: Thu May 07, 2009 12:06 am
by Cybermancer
Myrrhibis wrote:Don't deliberately make a character that will not get along w/ other PCs - whether coming in later, or ESP when forming a new "game". Being a "solitary" person is one thing - being a PITA/prankster/if-it-aint-for-money-i-AM NOT-going PC is no fun.
Is willing to take the in-your-face plothooks from the GM at least occasionally - esp when 1/2 or better of the party is showing interest (we currently have someone who has point-blank told the GM he won't take any hooks). Railroading GMs=bad. But mini sessions only loosely tied together aren't what most player-groups want.
I have to say that players who can't play nicely with others is definitely a pet peeve for me. I can overlook a lot but not this. It's nice when they can play nicely with the GM once and awhile as well.
Myrrhibis wrote:Willing to share books at-game if something needs to be referenced by a not-currently-involved player.
Have you actually run into people who wouldn't share their books at a table? I label mine so that at the end of the night I'm sure to get them back but I can't imagine not passing them along and its not something I've personally ever encountered.
Re: Good Players
Posted: Thu May 07, 2009 12:17 am
by Natasha
Cybermancer wrote:Myrrhibis wrote:Willing to share books at-game if something needs to be referenced by a not-currently-involved player.
Have you actually run into people who wouldn't share their books at a table? I label mine so that at the end of the night I'm sure to get them back but I can't imagine not passing them along and its not something I've personally ever encountered.
I knew a guy that was like that. He didn't trust anybody not to damage them or handle them gently. I'm sure he had a mint copy at home, too.
Re: Good Players
Posted: Thu May 07, 2009 9:45 am
by Cybermancer
Natasha wrote:Cybermancer wrote:Myrrhibis wrote:Willing to share books at-game if something needs to be referenced by a not-currently-involved player.
Have you actually run into people who wouldn't share their books at a table? I label mine so that at the end of the night I'm sure to get them back but I can't imagine not passing them along and its not something I've personally ever encountered.
I knew a guy that was like that. He didn't trust anybody not to damage them or handle them gently. I'm sure he had a mint copy at home, too.
I used to loan my books out so that players could work on characters at home or whatever. But then one guy left my Rifts GM Guide where his dog could get at it. Then a couple of books I lent out went missing with the loanee's swearing up hill and down that I never lent them the books. So now I don't let people take books home with them anymore. They can come to my place and use them under my supervision and I've taken the extra step of labelling all my books. But I consider RPG books to be books that you use, not collect. I expect a lot of wear and tear and have occasionally replaced books that got to the end of their service life. I think I have three books holding the covers on with duct tape.
Comics on the other hand...
I guess it boils down to trust and respect.
Re: Good Players
Posted: Thu May 07, 2009 10:06 am
by Natasha
Cybermancer wrote:Comics on the other hand...
You're all the same when it comes to your comics.
Cybermancer wrote:I guess it boils down to trust and respect.
Yes, it does. But as you point out, the owner's estimation changes with the subject.
Re: Good Players
Posted: Thu May 07, 2009 12:27 pm
by Captain Shiva
Natasha wrote:Cybermancer wrote:Myrrhibis wrote:Willing to share books at-game if something needs to be referenced by a not-currently-involved player.
Have you actually run into people who wouldn't share their books at a table? I label mine so that at the end of the night I'm sure to get them back but I can't imagine not passing them along and its not something I've personally ever encountered.
I knew a guy that was like that. He didn't trust anybody not to damage them or handle them gently. I'm sure he had a mint copy at home, too.
The problem is this: too often, the person whom they are loaned to does not return them when they are finished with them, and/or hands them to someone else. So, when I need to look at one of my books, I have to wait for someone to give me my own property.This slows down the game unnecessesarily. Plus, there is also the lack of respect mentioned above; I do not want someone spilling drinks on my books or handling them with greasy fingers.RPG sourcebooks cost too much money. I personally feel everyone should have their own books, and bring them to the table while playing, but economics may make this impossible.So, I prefer not to loan out my books.If you need a piece of information, ask me verbally.
Re: Good Players
Posted: Thu May 07, 2009 12:35 pm
by Natasha
Captain Shiva wrote:Natasha wrote:Cybermancer wrote:Myrrhibis wrote:Willing to share books at-game if something needs to be referenced by a not-currently-involved player.
Have you actually run into people who wouldn't share their books at a table? I label mine so that at the end of the night I'm sure to get them back but I can't imagine not passing them along and its not something I've personally ever encountered.
I knew a guy that was like that. He didn't trust anybody not to damage them or handle them gently. I'm sure he had a mint copy at home, too.
The problem is this: too often, the person whom they are loaned to does not return them when they are finished with them, and/or hands them to someone else. So, when I need to look at one of my books, I have to wait for someone to give me my own property.This slows down the game unnecessesarily. Plus, there is also the lack of respect mentioned above; I do not want someone spilling drinks on my books or handling them with greasy fingers.RPG sourcebooks cost too much money. I personally feel everyone should have their own books, and bring them to the table while playing, but economics may make this impossible.So, I prefer not to loan out my books.If you need a piece of information, ask me verbally.
That's reasonable, more or less.
In my estimation, the guy I was talking about was being unreasonable.
Re: Good Players
Posted: Thu May 07, 2009 12:52 pm
by Captain Shiva
Natasha wrote:Captain Shiva wrote:Natasha wrote:Cybermancer wrote:Myrrhibis wrote:Willing to share books at-game if something needs to be referenced by a not-currently-involved player.
Have you actually run into people who wouldn't share their books at a table? I label mine so that at the end of the night I'm sure to get them back but I can't imagine not passing them along and its not something I've personally ever encountered.
I knew a guy that was like that. He didn't trust anybody not to damage them or handle them gently. I'm sure he had a mint copy at home, too.
The problem is this: too often, the person whom they are loaned to does not return them when they are finished with them, and/or hands them to someone else. So, when I need to look at one of my books, I have to wait for someone to give me my own property.This slows down the game unnecessesarily. Plus, there is also the lack of respect mentioned above; I do not want someone spilling drinks on my books or handling them with greasy fingers.RPG sourcebooks cost too much money. I personally feel everyone should have their own books, and bring them to the table while playing, but economics may make this impossible.So, I prefer not to loan out my books.If you need a piece of information, ask me verbally.
That's reasonable, more or less.
In my estimation, the guy I was talking about was being unreasonable.
In what way?
Re: Good Players
Posted: Thu May 07, 2009 1:01 pm
by Natasha
Captain Shiva wrote:Natasha wrote:In my estimation, the guy I was talking about was being unreasonable.
In what way?
I remember one entertaining afternoon when somebody rolled dice while he was looking something up in his book; he freaked out and went ballistic because errant dice could strike and damage his book.
Re: Good Players
Posted: Thu May 07, 2009 2:12 pm
by Shorty Lickens
I was going to make a list of bad things and then say "lack of these" but thats not really what the question was.
Let me think of some good things.
1. Punctual and ready (although thats really more of a lack of "late and unprepared").
2. Interested in having good adventures. Contributes when I ask "what kind of campaign do we want to run?".
3. Contributes to the adventure and its spirit. If its combat oriented they use good sense and tactics. If its an espionage night then they go with the flow even if they are lacking appropriate skills.
4. Helps other players get into the fun. This is huge. One of the hardest tasks a GM faces is getting people revved up. Sometimes folks dont feel like contributing to the current adventure because it doesnt showcase their skills. Sometimes folks just arent enthusiastic and it has something do with outside events, like stress or worry. A good player makes sure everyone is enjoying themselves, thus freeing the burden from the GM.
Re: Good Players
Posted: Thu May 07, 2009 9:56 pm
by Captain Shiva
Natasha wrote:Captain Shiva wrote:Natasha wrote:In my estimation, the guy I was talking about was being unreasonable.
In what way?
I remember one entertaining afternoon when somebody rolled dice while he was looking something up in his book; he freaked out and went ballistic because errant dice could strike and damage his book.
Bad part is, I don't think you're kidding.I wonder: how much damage does a D20 do, and how much SDC does an RPG supplement have?
Re: Good Players
Posted: Thu May 07, 2009 10:16 pm
by Cybermancer
Captain Shiva wrote:Natasha wrote:Captain Shiva wrote:Natasha wrote:In my estimation, the guy I was talking about was being unreasonable.
In what way?
I remember one entertaining afternoon when somebody rolled dice while he was looking something up in his book; he freaked out and went ballistic because errant dice could strike and damage his book.
Bad part is, I don't think you're kidding.I wonder: how much damage does a D20 do, and how much SDC does an RPG supplement have?
A D20 does 1D20 N.D.C. (nano-damage capacity). There are 100 N.D.C. points to every S.D.C. point. A typical soft cover RPG supplement has 1 or 2 S.D.C. while large hard covers may have as many as 5 S.D.C. Nano-damage capacity weapons can affect S.D.C. structures, with their damage accumulating over time.
Most comics only have 50 N.D.C.! That is why they must be carefully protected!
Re: Good Players
Posted: Sat May 30, 2009 8:43 pm
by Carindel
Delwugor wrote:The best player to have, joined our group a couple of months ago.
He has the most positive attitudes I have ever seen in a player. No matter what he is just rolling with things and doing his utmost to make the game absolutely fun for himself and everyone else.
The ability to take the game seriously without taking it tooo seriously is a huge plus. As a GM, I absolutely love players who can stay focused on the game, and yet remember that it IS a game. Another trait of a good player is that they make the other players around them better.
Re: Good Players
Posted: Tue Jun 02, 2009 6:14 am
by KillWatch
1 Shows Up
2 Intelligence
3 Barring intelligence a good attitude
and that is really it
I guess bringing your PC is a good one but I have not had too many problems with that
Re: Good Players
Posted: Mon Jul 13, 2009 1:31 pm
by The Beast
Cybermancer wrote:Natasha wrote:Cybermancer wrote:Myrrhibis wrote:Willing to share books at-game if something needs to be referenced by a not-currently-involved player.
Have you actually run into people who wouldn't share their books at a table? I label mine so that at the end of the night I'm sure to get them back but I can't imagine not passing them along and its not something I've personally ever encountered.
I knew a guy that was like that. He didn't trust anybody not to damage them or handle them gently. I'm sure he had a mint copy at home, too.
I used to loan my books out so that players could work on characters at home or whatever. But then one guy left my Rifts GM Guide where his dog could get at it. Then a couple of books I lent out went missing with the loanee's swearing up hill and down that I never lent them the books. So now I don't let people take books home with them anymore. They can come to my place and use them under my supervision and I've taken the extra step of labelling all my books. But I consider RPG books to be books that you use, not collect. I expect a lot of wear and tear and have occasionally replaced books that got to the end of their service life. I think I have three books holding the covers on with duct tape.
Comics on the other hand...
I guess it boils down to trust and respect.
I loaned out my
CB2 to a guy who was looking for people to play a PFRPG campaign with. We did a couple games together, then both of us had some RL stuff get in the way for almost a year, and I completely forgotten I had loaned out my book to him until I was going through my stacks and noticed it was missing. Fortunately I was able to track him back down, and he had bought me a new cpoy because he accidently got pizza sauce on mine. We were then able to start gaming once again, and I was able to convince my old group to get back together under him.
Re: Good Players
Posted: Mon Sep 07, 2009 12:17 am
by Syndicate
Imagination and some thought about their actions.
Not too hard to please....
Re: Good Players
Posted: Tue Sep 08, 2009 2:01 pm
by Specter
Any player that enhances the story more than just "I hit it" during combat.
Re: Good Players
Posted: Thu Oct 15, 2009 2:03 am
by KillWatch
-Enthusastic
-Patient
-Listens
-Asks questions
-Debates but does not argue
-Cheers on other players
-Gets into character
-Prepared
-Creative
-Does not use OOC knowledge
-Can play any character
Re: Good Players
Posted: Fri Oct 16, 2009 1:24 am
by Aaryq
I was not always the best player. As a recovering alcoholic, some of these are retrospective and my thanks to Jared and Ian for putting up with me are in effect.
Shows up on time
Collary: Work takes precednce over play. Do your job, whether it's work or work and being a single parent, because if you get in trouble at work, it's harder for your to play.
Is ready to game: Player has their books, dice, character sheets, pencils, pens...the whole nine yards
Knows their character: If you're a rogue scholar, you won't try to empty your rifle, pick up another weapon, empty that, and go into hand to hand combat.
Stays sober: On more than one occasion, I've become too drunk to continue gaming, or I've been so drunk that I forgot what happened last game.
Helps the newbies: Sometimes we get new people. These folks might know something about RPG's or not, but these players help them. They help them to not meta-game, they help them to get into the game, they help me enforce the rules and make it a fun time.
Helps Chastise the Munchkins: Sometimes a munchkin will get within our ranks. They assist me (when GM'ing) in putting this guy down without force. Yeah, Jesus Christ can walk on water towards him and turn the water in his body into wine or the Hand of God can come down and crush him...but it works better when it makes more sense in the game. If I don't have to intentionally kill him to teach him a lesson, it's a good night.
I know there's more.