I really like the GM: Best Practices. I think something like this for players could be useful.

I really like the GM: Best Practices. I think something like this for players could be useful.

I really like the GM: Best Practices. I think something like this for players could be useful.

Player: Best Practices

Some points could be copied across unchanged (Be a curious explorer of the game in play, Help the players use the game system). Others might need a little or lot of reworking (Convey your character, Engage in an interesting conversation). Then some probably don’t work for players at all, and some new ones may need to be added.

10 thoughts on “I really like the GM: Best Practices. I think something like this for players could be useful.”

  1. IMHO, The best players I’ve met share a single trait; they all understood that there’s no winning an RPG.

    Rather than maneuvering the rules in order to ensure their character’s victory, they would do whater produced the most interesting results because it made for a better narrative.

  2. To play counterpoint, some of the best games I’ve played have been with people trying to win the best possible outcome for their character. There’s a huge amount of palpable, playable tension to be had in absolutely striving for victory and having it be denied. Apocalypse World in particular has been good for this…

  3. I think competitive play is as-valid and rewarding an approach as collaborative play. However, it’s incredibly important for the aesthetic agenda to be clear going into the game. If three players are collaborating and one is competing, it can completely wreck a game (said from repeated experience as the wreck-e).

  4. Totally different experience, Stefan. I have yet to meet or play with players who will not maneuver rules to ensure victory.

    I’d also wouldn’t say that mindset has only ever been limiting on fun or story either. We all have our horror stories..

    Brass tax, player characters will want to do X action and the player will want as much dice as possible to make it a success (maximizing chance of critical success).

    I’ve only read the rules and have yet to play them, but Blades has several elegant features to handle this.

    The easiest ways to get extra dice are through Devils bargains and teamwork.

    The game has very good design intentions (the no whiffing principle) as well as options for danger when successful with overreaching. 

  5. Agreed John Ryan, I’m talking about players who actively metagame situations for character benefit, at the cost of a good narrative.

    Example: Nigel figured out the best way to level his Barbarian in DW was to constantly fail at rolls. Using RAW as an excuse, he is constantly invoking moves in hopes of failing the roll and earning XP. He will literally Aid/Interfere everyone else’s moves in order to increase his chances.

    After a particularly rough session (it’s exhausting coming up with consequences… or arguing that a roll isn’t required) I asked Nigel why he was so obsessed.

    He wanted to beat the other players to Level 10. He wanted to Win.

  6. Adam McConnaughey, I’m all for metagaming if it makes for a great experience for all the players; whether or not it’s in their character’s best interest.

    But if Nigel’s setting up scenarios where his character “wins” at the expense of every one else’s good time, that’s being a bad player.

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