Being able to do a voice and really embody the character really added to the last session I played (other players, not me). I am hoping to improve my ability to contribute to the table, so I am asking you, my fellow leftist enjoyers of a shared pretend, what you feel is something that has helped "up your game" and contribute to the experience.

  • SickleRick [he/him]
    ·
    2 years ago

    As a DM and player, I would say: the most important thing to streamline play is to know the rules that apply to your character, or at least know where to find them quickly. It saves a lot of time and frustration if each person can share the load of remembering everything, and can help reduce how long combat takes if it's that kind of game.

    Voices are fun, but IMO it's more important to get into your character's head and see things and make decisions from their perspective than to have a cool voice.

    • RATMachinespirit [he/him,they/them]
      hexagon
      ·
      2 years ago

      Good advice! I always keep the rule book open and alt tab to read up before my turn (in-game or in-conversation) begins.

      I probably screwed my party by being dedicated to separating OOC knowledge and in character knowledge. rolled a 99, 100 is max fail, and took an almost certainly cursed artifact. This is where the "fun" begins!

    • RATMachinespirit [he/him,they/them]
      hexagon
      ·
      2 years ago

      Same, like literally, immediately after the session I asked if I was talking too much. In hindsight ,and after feedback, no. Still though, I think awareness of the tightrope to walk between being too much and taking initiative to end a prolonged silence where nothing happens is something to be aware of. Have you had any realizations or anything of similar ilk that helped with that? I haven't played as a player before except my first session 15 years ago despite preferring it because it is easier, so I've got a lot of learning to do lol.

  • keepcarrot [she/her]
    ·
    2 years ago

    Be willing to do something to move the plot along. Take the obvious plot bait. Nothing worse than a group of characters knitting instead of opening the plot box. They can knit forever without taking up any player time. I think it comes from players trying to outwit the GM or something. Very adversarial.

    Try to pay attention to the social needs of everyone at the table, including your own. If someone is floundering, see if you can bring them an out.

    Learn the rules, especially the ones pertinent to your character. Making lots of attacks? Write down the most common bonuses and penalties somewhere. Stuff like that.

  • innocentlurker [he/him]
    ·
    2 years ago

    What I tried to bring to the table was really being present in how my character was feeling and just speak from there, in the moment.

    I realize most people are pretty timid to really be present in an emotion publicly, but it's more like being an actor playing a part. Once you do it and people are amazed it really strikes you how timid people are about expressing emotion that isn't generated by your own real life but instead created whole cloth from really putting yourself in that character's shoes and just speaking it out loud, sondering is the word I guess. I brought myself to tears as a dwarven cleric more than once and the table would just stare like little kids listening to their Grandpa telling war stories or something.

    If you want depth to your rpg experience, I suggest trying to place yourself in what a character is feeling and feel it yourself. Even if it's just internally when you are role playing to get in the mood.

  • red_stapler [he/him]
    ·
    edit-2
    2 years ago

    I just find creative ways to use prestidigitation in every role playing scene.

    Feather fall? Yeah she pulls out an umbrella and floats to the ground instead of taking the ladder.

    • RATMachinespirit [he/him,they/them]
      hexagon
      ·
      2 years ago

      Haha, I can imagine that getting out of hand quite easily. I am usually reticent regarding "creative" uses of on the sheet abilities. I've had bad experiences as a DM with players like that, but I recognize that such things are a powerful force in creating a unique experience provided it doesn't become domineering. I had a player who rolled to distract a guard in a Dresden Files RPG game once by attempting to seduce a revolving door. I must admit, it would certainly be distracting if somebody did that lmao.

      • red_stapler [he/him]
        ·
        2 years ago

        We had to sober up our barbarian, so for the rest of the game she deceived him by handing him plain water that was magically made to taste like rum/grog/beer/etc.

  • Abraxiel
    ·
    2 years ago

    Write a backstory that's mid.

  • Ithorian [comrade/them, null/void]
    ·
    edit-2
    2 years ago

    Having a good idea of your other party members ability's ( feats/spells/magic items) comes in real handy in coming up with strategy and reminding them they can do things they forget.

    For a good story make choices in character no matter what, even if you know something is a terrible idea if your character would absolutely do it then do. If you role play a character to death then that sucks but you just told a great compelling story.