What do you do to be a good player?

By Archlyte, in Star Wars: Edge of the Empire RPG

I have a set of rules for players at my table but I was wondering what it is that you do personally to be a good player when you are in someone's game? What do you see as the components of a good player?

23 minutes ago, Archlyte said:

I have a set of rules for players at my table but I was wondering what it is that you do personally to be a good player when you are in someone's game? What do you see as the components of a good player?

Personally being a good player is:

Make notes of NPC's and locations: Nothing is more productive then being able to recall what happened last week, or that plot detail half a year ago. Remembering details means you are invested in this second world the GM has created and that in itself, is a reward.
Doesn't distract: The bane of tables is checking smart devices at the table. I sometimes do it myself as we have sessions lasting 6-8 hours, however the key thing is to try and pay attention and most definitely never try to share the joke around the table. Nothing kills immersion greater then that.

Share the fun! Asking one another for input, being helpful, communicate potential plot arcs with other players away from the table; all these things make the experience a more communal experience of give and take. I feel it should be obvious but misalignment of interest or being overly self indulgent can dampen an experience. So communicate the facts so you all feel your having a bit of input. I doesn't mean one should bend over backwards to consider it but at least being able to set up fun for all the table is awesome.

Actually spending the destiny points on, and not on upgrades too!

  • I come prepared (char updated, review notes from previous session)
  • I practice "radical listening" and make sure I'm focused on what the GM is telling me so I know who the NPC's are and remember what planets we have been to.
  • I don't play with my phone unless looking something up to further the game
  • I don't indulge in side-bars unnecessarily with other players
  • I don't pull the group off-track with my amazing sense of humor and witty anecdotes
  • If I'm hosting, I have food and snacks, if I'm a guest, I take food and snacks
  • I play my heart out and make sure I do my part to make the evening fun for the whole group :)
Edited by Bojanglez
7 hours ago, Bojanglez said:
  • I come prepared (char updated, review notes from previous session)
  • I practice "radical listening" and make sure I'm focused on what the GM is telling me so I know who the NPC's are and remember what planets we have been to.
  • I don't play with my phone unless looking something up to further the game
  • I don't indulge in side-bars unnecessarily with other players
  • I don't pull the group off-track with my amazing sense of humor and witty anecdotes
  • If I'm hosting, I have food and snacks, if I'm a guest, I take food and snacks
  • I play my heart out and make sure I do my part to make the evening fun for the whole group :)

Radical Listening, that is amazing!

I don't get to sit as a player much, and when I do it tends to be in systems I'm not as familiar with. I always brush up on the rules so I'm not fumbling or asking for help on basics.

Come prepared.

Leave jokey-time and movie review time off the table once the game begins.

Keep your cell phone in your pocket (but ask the GM for cell phone breaks at appropriate times during the session).

Understand you're not the star of the game; you share that position with everyone else at the table.

Share the spotlight. Interrupting another player while they're trying to do their thing is rude.

At the very least, offer to help the host clean up once the session is done. Don't just dice and dash.

The two best pieces of advice I've ever got on this topic are:

Play bold and vulnerable

In short, stick your neck out so your PC can be hurt, not necessarily physically, but also emotionally. Make sure the GM knows where the chinks in your armor are and trust them to make the best use out of it. The GM is not out to beat you (or at the least, they shouldn't be!), so don't try to "win" at all costs. Regardless if it's physically or emotionally, an invulnerable PC is boring except as a short lived power trip for that particular player. Dare to lose. Dare to get hurt. Dare to let your character be weak and vulnerable at times.

Help make the other players' characters awesome

We all want to play the cool PC, and nothing is as satisfying as getting to do The Cool Thing of the scenario/session. However, 3-6 players all competing to do The Cool Thing at the same time is just a mess waiting to happen. It's better to take a step back and help serve up to The Cool Thing to one of the other PCs and let them be awesome instead. Ideally, this should be coming back around to you eventually but if it doesn't, point out what you are doing to the other in case they missed it before jumping to the conclusion that they are shutting you out on purpose.

So, be generous to the others around the table, including the GM.

18 hours ago, Archlyte said:

I have a set of rules for players at my table but I was wondering what it is that you do personally to be a good player when you are in someone's game? What do you see as the components of a good player?

Know the rules, know how to build a dice pool, know what your character can do

Pay attention to clues, hints, and plot hooks the GM gives.

Avoid subverting the plot.

I am sure I could post more, those are just three things that jump out at me.

Bring the snacks

One thing that I do, is that I help organize the other players inbetween sessions, so that things that have to be done before next session actually get done. Typical stuff include figuring out how to upgrade our base, or making sure that we've finished shopping (though most don't need prodding for the shopping)

I mostly agree with what has been posted above.

  • Work to progress the game, not slow it down.
  • Don't get into Rules arguments with the GM, if you don't agree with something, it is alright to question it but if they explain it and you still disagree, shelve it and discuss it between games
  • Try to stay in character, don't randomly do actions that go against the character's main personality
  • Take notes so you don't have to waste time recapping each session

19 hours ago, Archlyte said:

I have a set of rules for players at my table but I was wondering what it is that you do personally to be a good player when you are in someone's game? What do you see as the components of a good player?

In this particular system, I would add " be proactive on how to spent advantages and Triumphs". Don't expect the GM come with alternatives. Be creative and suggest what to do.

Worst case scenario, If the GM does not agree with a suggestion, he will consider this effect for future scenario and you will learn new and creative uses for advantages.

Also, as a GM I like when players suggest how to spent disadvantages. I know is not RAW, but the players tend to think the worst case scenario for their PCs. And that's a good thing. They can suggest a nightmarish result... but if they overcome that new obstacle? They feel empowered.

Take notes

Focus and concentrate on the game. Don't get distracted. People on phones, or if you are online, playing other games or surfing the web, are majorly annoying.

Blend in. In your first session with a new GM or new players, be the wallflower and see how others play/act/behave. See what the norm is and don't cross the line. Some groups are super serious, others joke around a lot, some have adversarial relationships between GM and players, others are more cooperative. Some groups like to min/max, some hate it. Some groups focus on dungeon delving, others prefer more RP. Find out what the vibe of the group is and mesh with them.

Do as much non-game prep as possible. Don't waste valuable game time shopping, or trying to select talents. Think that stuff out ahead of time, and do as much outside the scheduled game time as possible.

Be polite. Don't fight the GM.

Think like your character would, not you. Don't be meta and ruin the immersion.

If you don't fit, don't stay. Not every player belongs in every group. Don't stay in a group that makes the experience miserable for you.

Hmm, maybe it's because I usually run larger games, I don't really have an issue with players checking their phones or browsing the web if their character isn't immediately involved in a scene. It's actually kind of nice that the players communicate and role play as their PC's and learn information IC'ly, as opposed just because they were at the table. However if they are involved in the scene, then yeah. I get a bit annoyed.

Mesh with the other players. This is important, as not every table is the same. As an example my table has a weird mix of serious and casual approach to game. Sometimes it means the players make quips or jokes out of game to break the tension or sometimes covering for the interruptions of little ones. Other times when a scene is going down, the players can appear heated and angry, when in fact it's just their PC's, and we then need to take a short break afterwards to offset the bleed. (usually a good time for a joke) Plus, we usually combine game with a meal and there's grill time, and other considerations that take up a bit of game time.

On the other hand, I played in a group that was always on all the time. The GM docked you XP if you were late to game, or if you got up from the table, and the players were hard and heavy on the tactical side of game, and hated interruptions.

I'm going to echo most of the advice up above, but will say as a new player you don't need to necessarily need to know all the mechanics. Just try and get better with them every session. I personally don't expect my new players (And new gamers in some cases!) to grasp the mechanics session one, and even some of my experienced gamers don't always grok the system right away. And, we sometimes get mechanics wrong. We found out a while back that we had been doing Spitfire wrong, after using it for a year. It happens.

Be involved in the game.

Share the spotlight

Share the story.

Take notes.

Take chances

Role play.

Edited by Raicheck
10 hours ago, kmanweiss said:

Take notes

Focus and concentrate on the game. Don't get distracted. People on phones, or if you are online, playing other games or surfing the web, are majorly annoying.

Blend in. In your first session with a new GM or new players, be the wallflower and see how others play/act/behave. See what the norm is and don't cross the line. Some groups are super serious, others joke around a lot, some have adversarial relationships between GM and players, others are more cooperative. Some groups like to min/max, some hate it. Some groups focus on dungeon delving, others prefer more RP. Find out what the vibe of the group is and mesh with them.

Do as much non-game prep as possible. Don't waste valuable game time shopping, or trying to select talents. Think that stuff out ahead of time, and do as much outside the scheduled game time as possible.

Be polite. Don't fight the GM.

Think like your character would, not you. Don't be meta and ruin the immersion.

If you don't fit, don't stay. Not every player belongs in every group. Don't stay in a group that makes the experience miserable for you.

Really great stuff. Thanks for this.

9 hours ago, Raicheck said:

Hmm, maybe it's because I usually run larger games, I don't really have an issue with players checking their phones or browsing the web if their character isn't immediately involved in a scene. It's actually kind of nice that the players communicate and role play as their PC's and learn information IC'ly, as opposed just because they were at the table. However if they are involved in the scene, then yeah. I get a bit annoyed.

Mesh with the other players. This is important, as not every table is the same. As an example my table has a weird mix of serious and casual approach to game. Sometimes it means the players make quips or jokes out of game to break the tension or sometimes covering for the interruptions of little ones. Other times when a scene is going down, the players can appear heated and angry, when in fact it's just their PC's, and we then need to take a short break afterwards to offset the bleed. (usually a good time for a joke) Plus, we usually combine game with a meal and there's grill time, and other considerations that take up a bit of game time.

On the other hand, I played in a group that was always on all the time. The GM docked you XP if you were late to game, and if you got up from the table, and the players were hard and heavy on the tactical side of game, and hated interruptions.

I'm going to echo most of the advice up above, but will say as a new player you don't need to necessarily need to know all the mechanics. Just try and get better with them every session. I personally don't expect my new players (And new gamers in some cases!) to grasp the mechanics session one, and even some of my experienced gamers don't always grok the system right away. And, we sometimes get mechanics wrong. We found out a while back that we had been doing Spitfire wrong, after using it for a year. It happens.

Be involved in the game.

Share the spotlight

Share the story.

Take notes.

Take chances

Role play.

You had me at the use of the term "Bleed" lol. I am usually also not too fussy about the phones thing as a GM mainly because the players are always looking up aliens I mention so that they can get a visual. But I agree with your sentiments here.

I don't pull out my cell phone. Ever .

3 hours ago, Concise Locket said:

I don't pull out my cell phone. Ever .

I only do when I am on call for work and can't help it but them I also step out of the room stating my character is indisposed (Luckly, this doesn't happen much in combat situations). However, I have moved most of my characters to digital format so I game with my Surface Pro and have my character sheet and OneNote open regulary. For Pathfinder games, I also have my tablet beside me with an Initiative Tracker app open so the GM doesn't mind that at all

I have a few guidelines I play with these days. Any rules, guidelines or advice are tempered by the way your game group works but this what I bring to the two groups I am playing in now.

The GM is not the enemy and neither are the other players even if the other PCs are out to get each other. Everyone is there to have fun, are you helping everybody else have fun including the GM? If not, what do you need to change to make it fun? I don't mean wacky or slapstick but at the end of the game night, even if it was full of tense conversations, threats and shoot outs, everybody takes a deep breath and says it was a good time.

The only wrong thing to do is to do nothing. Members of my group (myself included) can get locked into mental traps of trying to work out what the ideal choice is or the foolproof plan so much that they do nothing and everything stalls. Pick an idea that is half decent since in this system in particular it is the dice that will tell you if the plan is a good one or if you need to adapt on the fly.

As for phones, only I am allowed to have a phone on the table but that is because the GM has asked me to handle the mood music and I stick to that. Otherwise, we all try to be in the moment.

On 4/24/2019 at 11:07 PM, Archlyte said:

Radical Listening, that is amazing!

Thank you! I actually try to apply that in all aspects of my life - active, radical listening keeps you very attuned to the world around you :)

On 4/28/2019 at 6:17 AM, DarkHorse said:

I have a few guidelines I play with these days. Any rules, guidelines or advice are tempered by the way your game group works but this what I bring to the two groups I am playing in now.

The GM is not the enemy and neither are the other players even if the other PCs are out to get each other. Everyone is there to have fun, are you helping everybody else have fun including the GM? If not, what do you need to change to make it fun? I don't mean wacky or slapstick but at the end of the game night, even if it was full of tense conversations, threats and shoot outs, everybody takes a deep breath and says it was a good time.

The only wrong thing to do is to do nothing. Members of my group (myself included) can get locked into mental traps of trying to work out what the ideal choice is or the foolproof plan so much that they do nothing and everything stalls. Pick an idea that is half decent since in this system in particular it is the dice that will tell you if the plan is a good one or if you need to adapt on the fly.

As for phones, only I am allowed to have a phone on the table but that is because the GM has asked me to handle the mood music and I stick to that. Otherwise, we all try to be in the moment.

I couldn't agree more, the real life relationships are the most important thing, the rest of it is all fake.

Also pet peeve of mine is when a GM treats the adversaries as their characters and roots for them while rolling etc. If I wanted to play a tabletop strategy game I would do so with an opponent who does not have infinite resources and god mode at their disposal. I feel the GM should like the PCs while still providing challenges and even terrible events.

I have the same attitude toward analysis paralysis, and the more insidious form: risk-averse refusal to adventure. I get impatient when the players are unwilling to expose their characters to risks (usually that they invent), especially in this system.

*reads this thread*

*sighs in Forever GM*