Sunday, January 4, 2015

Party On!

Party On!

A few weeks back, I read an article by Anthony O'Reilly of Overload Online, “How to Train Your Warjack: The Player's Contract.” (To be found at: http://museonminis.com/train-warjack-players-contract-part-1/) It starts an interesting conversation that the GM isn't the only person responsible for being the life of the party in a role-playing game.

It is such an odd idea that has been brewing for many years. When a GM's guide is published, it focuses on how to run the game. A lot of text that is not spent in providing rules is used in how to present stories in ways that will make things enjoyable to the players. There are articles on the importance of theme, what can make a successful theme, and setting the right tone for the game.

The opposite is rarely true in books written for the players. The player gets more rules that may personalize their character. Some books have new equipment or skills for players to choose from. Some books have new character classes. Rarely do any of the books have any guides for how to be a better player as a part of the social group.

So, what should further responsibilities be to the group by the player?

Read the fluff. The fiction that a world is based on is the building blocks of the shared game world. By only relying on the interpretation of another player, a player can have a flawed view of how things work. Imagine a mystery novel with clues are not reliable. That can be a position that not reading the background material can have.

Check to see that the character that you have worked on will do what you want it to do. Some skills may sound like they do something that is not how they work when the player goes to make a roll. By having the right expectations, the game will not have unpleasant surprises.

Players fall in love with their characters ideal all the time. There are problems that can come up from stats not meeting the expectation of the ideal, which might be alleviated by communicating with the GM. That may not be enough. Some players become so involved with their concept that they forget that there are other players that they need to work with. The thought comes through, “My character would never do that.” By choosing to go against the story being unfolded, such a player can be stopping the enjoyment of the rest of the group. Perhaps the thought should begin, “How might my character be convinced to do that.” Be willing to re-imagine.

Sitting down to play an rpg should not be something that one person is responsible for. Rpg's are a group experience that is made better by involvement by everyone playing. Choosing to engage to the best of one's ability can only make the game better for everyone. If that doesn't work, you can always reroll.

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