Tips to be a good D&D player?

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Zahri

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Dec 15, 2008
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Yeah, I'm rather new to the game myself, and i wanna see what the escapist deems as a good player. :3 Anyone?
 
Feb 13, 2008
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1) It's only a game
2) The GM is always right (Even if you did roll a 20)
3) Remember that the rest of the players and the DM should be having fun as well.
4) Fulfil your role (Fighters Tank, Clerics Heal).
5) Remember where you are (No Frankie the Fighters or Terry the Thiefs).
6) TRY and keep in character (So no "oooh that reminds me, did you see the telly last night?")
7) Don't take the piss. (Non-English: Don't try and get away with anything just because "It doesn't say so in the rules")
 

Altorin

Jack of No Trades
May 16, 2008
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The_root_of_all_evil said:
1) It's only a game
2) The GM is always right (Even if you did roll a 20)
3) Remember that the rest of the players and the DM should be having fun as well.
4) Fulfil your role (Fighters Tank, Clerics Heal).
5) Remember where you are (No Frankie the Fighters or Terry the Thiefs).
6) TRY and keep in character (So no "oooh that reminds me, did you see the telly last night?")
7) Don't take the piss. (Non-English: Don't try and get away with anything just because "It doesn't say so in the rules")
neither the name Franky or Terry are by their very nature bad.

I've encountered much worse.. in fact, the very first game I played in had a rogue in it named Toomuchsugah.

No lie. If the worst you have to deal with is Terry or Frankie thank your lucky stars.

OT: The only advice I can give you, if you're first starting out, is pick a class, and read everything you can about it. As for everything everyone else has said, my advice as far as that goes, is try and fit in with your game group. If they're light hearted, try to be light hearted, if they're serious, try to be serious. If you are uncomfortable with that, you'd be better finding someone else to play with then playing in an atmosphere you don't like.
 

Jaythulhu

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Jun 19, 2008
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If you feel like it, put on an odd accent.

My drunken fire mage in a loooooooooooooooong running forgotten realms campaign has a cheesy slavic accent that occasionally slips into a bad scottish one. If the other players are anything like my old group, the more effort you put into your character (back story, that sort of thing) the better, just try not to go with cheesy cliches like "My dad got killed so i'm out for revenge", or the "chosen one farmboy", or a dribble do'boredom clone.

Most of the rules that apply in regular social activities also apply at the game table (don't interrupt people, pay attention to what others say, all that sorta stuff).

Oh, try to keep the monty python quotes to a minimum.

All I can think of really. The main thing is to have fun.
 

JaredXE

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Apr 1, 2009
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Bards exist to further split your loot and xp, so if anyone is playing one, kill them as soon as possible.

At level 8, don't get your DM drunk and say you can take a balor. Either you're gonna die, or you've just shot up 6 levels and he's pissed at you.

The Deck of Many Things is rigged. Always.

The Head of Vecna ISN'T REAL. Don't fall for it.

Ask your DM to allow spot and/or listen to be class skills for everyone. What, we're all blind unless we take rogue or ranger?

Try not to sleep around ingame, there can be really nasty magical STD's.
 

efrim

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Oct 12, 2009
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The most important thing is to find a group with a philosophy of play that matches your own. Power Gamers, Rules Lawyers, Role Players, it's important to know what you want out of tabletop gaming because its strength is how adaptable it is.

Of course, if there's only one game in town and you want to play, make a good effort to fit in and ask them for advice. If you're aware of what your group wants and what you want as a gamer, arguments will be avoided, time will be saved, and you'll be able to play with a group that suits your interests.
 

Amnestic

High Priest of Haruhi
Aug 22, 2008
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Altorin said:
The_root_of_all_evil said:
1) It's only a game
2) The GM is always right (Even if you did roll a 20)
3) Remember that the rest of the players and the DM should be having fun as well.
4) Fulfil your role (Fighters Tank, Clerics Heal).
5) Remember where you are (No Frankie the Fighters or Terry the Thiefs).
6) TRY and keep in character (So no "oooh that reminds me, did you see the telly last night?")
7) Don't take the piss. (Non-English: Don't try and get away with anything just because "It doesn't say so in the rules")
neither the name Franky or Terry are by their very nature bad.

I've encountered much worse.. in fact, the very first game I played in had a rogue in it named Toomuchsugah.

No lie. If the worst you have to deal with is Terry or Frankie thank your lucky stars.

OT: The only advice I can give you, if you're first starting out, is pick a class, and read everything you can about it. As for everything everyone else has said, my advice as far as that goes, is try and fit in with your game group. If they're light hearted, try to be light hearted, if they're serious, try to be serious. If you are uncomfortable with that, you'd be better finding someone else to play with then playing in an atmosphere you don't like.
What if their names weren't Frankie and Terry but actually "Frankie the Fighter" and "Terry the Thief"? As in, their last names were Fighter and Thief, respectively?

That's pretty bad.

Anyway, the first two posts basically summed up everything I wanted to say. If you have a competent DM and are playing with guys who know what they're doing they should be able to steer you in the 'right' direction anyway.

Oh, one more thing:

If your DM gives you the option to pick whatever race you want, please, please don't go for something ridiculously crazy like a Dragon/Archon/Doppleganger hybrid who is a multiclassed Samurai/Ninja/Paladin/Death Knight in the Lawful WTF alignment.

My two characters I used to play way back when? Half-Elf Sorcerer and a Halfling rogue. There's nothing wrong with just rolling a human fighter and enjoying it. I find people who choose crazy combinations of class/races generally do so (although not 100% of the time) as a way of making their character interesting without actually giving it a personality.
 

DC_Josh

Harmonica God
Oct 9, 2008
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JaredXE said:
Bards exist to further split your loot and xp, so if anyone is playing one, kill them as soon as possible.

At level 8, don't get your DM drunk and say you can take a balor. Either you're gonna die, or you've just shot up 6 levels and he's pissed at you.

The Deck of Many Things is rigged. Always.

The Head of Vecna ISN'T REAL. Don't fall for it.

Ask your DM to allow spot and/or listen to be class skills for everyone. What, we're all blind unless we take rogue or ranger?

Try not to sleep around ingame, there can be really nasty magical STD's.
This.

Also the strongest melee class is a Fallen Paladin. Make sure to start as one and then eat a baby to gain "Fallen" status.
 

Kilo24

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Aug 20, 2008
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What edition are you playing? If it's 4e, expect relatively more combat because the system is focused on that sort of thing. The classes are much more balanced and diverse in that respect than in earlier editions, but the system outside of combat is lackluster.

The DM is always right. Contradicting him is *occasionally* worth it if you have a clear and obvious rule to support it, but it always slows the game down to do so.

Don't monopolize the DM's time for too long. It detracts from the experience of the other players if the DM is constantly preoccupied with you.

I suppose that most of the rest of the tips I have involve roleplaying, so they're not too important if your group is decidedly hack'n'slash.

The most important part of roleplaying is how your character acts, not his backstory or motivation. That is what the other players will respond to because it's what they're dealing with in the present.

Don't worry too much if you can't find a good backstory or motivation for your character immediately. As the campaign goes on you can think of something deep and exciting to bring in. (And if the campaign doesn't last for too long then it's not an issue.)

Your character being a jerk doesn't excuse you from being one. This is most often broken with chaotic neutral, lawful stupid, and/or kender characters, but anyone could do it. If you can't imagine a party in real life willing to deal with your character, then don't play him like that.
 
Feb 13, 2008
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Altorin said:
No lie. If the worst you have to deal with is Terry or Frankie thank your lucky stars.
True, I just picked those to KISS. I've lost times the amount of Sir Cumfrance's and Throatwobbler Mangrove's I've run into.
 

Malevolent Stranger

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Jun 28, 2009
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ninjaman 420 said:
stick with 2.0. anything else is crap. dont even touch 4.0
3.5 is good for starting out, 2.0 puts too heavy of an emphasis on casting

If I was you, I'd get a good group together, find a DM that isn't a bastard, and never ever ever ever ever ever ever metagame or godmode. If you're elected to DM, make sure that you're fair.
 

Folio

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Jun 11, 2010
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As player:
-Listen to your DM, don't interrupt him/her, fellow players or the mood.
-If you have a question, make a note of the answer. (Don't ever think you will remember it, the third time you ask it again is a reason to get kicked out)
-Simple is good in whatever way. (Powers, characters, goals, names, etc.)
-Set a goal and a backstory for your character. It doesn't need to be Shakespeare, but a solid short history and reason to go out and adventure gives depth to your character. (Your DM will love it! It will inspire him/her to give you what you want in the way you want it.)
-Respect other players reason to be at the table. Don't bully, harrass or boss them around. If they act in character, treat them as how your character would treat them. (And don't talk about their character in player names: "Robert, you'll just use your gay elven powers to do shit, alright?")
-The DM is not a fun dispencer. (You can provide fun for yourself and others, too. The DM is not a puppet master you have to stare at like a television.)
-The game is not about (just) you. It's about a group of characters in a fantastic world. Each character has his/her own story.

As DM:
-Listen to your players, they can give you better ideas than you can come up with.
-Don't worry too much about details. They will come.
-Players don't always show their emotion or appreciation, but you're doing a better job than you think. (Do you show emotion when watching a good television show?)
-If it sounds great in a story perspective, go with it. (Even if that monster you worked so hard on was instantly killed by a closing door.)
-Give some breathing room. (time to socialize, interact, break times, ups and downs in climax, etc.)
-Be clear about what kind of feel you want to make your campaign. Be clear in general in what grand goal you want to give the adventurers. (They aren't psychic, neither are you.)
-If you think the puzzle/challenge is okay to figure out, it's probably too hard for the players. They need to sift out all the options you didn't thought about.

Have fun.