|
|||||||||||||||||||||||
|
Jason S wrote:
I love this discussion on how to handle Metagamers. I would appreciate you adding your thoughts to this POST here (you can see my thoughts as well on how to deal with Metagamers from a judge perspective). I'd like to keep this thread focused on what makes a good PFS player. I think good players play their own characters and naturally adapt to the tactics of others without a lot of overt discussion, especially metagame discussion. As a player, I try to both avoid metagaming (really hard because my brain is usually quite active) but, even moreso, in giving away information to others. I try to focus on my character's personality what they might do within a particular situation. -Pain
That's the important part -- no one gets to tell anyone else how to prepare for their character or their game. Some players are going to take longer than others, experienced or not. Some players are not going to know their own PC's abilities as well as others do. Then again we have lots of people around who are rules elitists, but it doesn't give them right of control. To be irritated at another player because they only have 15 minutes to make a character while you had three hours (or weeks) is a bit silly. Again I say it is a game and people treat games with different levels of devotion. I said 6 seconds of in character dialogue in each combat round, but that was just an example of reining in players who were excessively talkative during combat (in order to gain advantage, not just dialogue). That time limit restricts what they can do as far as implementing plans, but does not limit their planning time. They just need to choose carefully what they say so they don't take advantage of the mechanic. And I am not advocating using a stopwatch -- each GM can easily know if players are taking advantage. I also think "are we short on time" is not as important as "WHY are we short on time?" Should it be true, that is. If the players don't finish the event because they are talking too much, well that pretty much takes care of itself. Either they will learn or they won't. As a GM one certainly has the right to enforce time limits. They might do really, really well in the first encounter or two and not finish the event. If they are very talkative but still finish every event on time, I'd say timing is less of a concern. Sarta wrote:
What makes a good player? These are the basics. I call them "general courtesies". These suggestions aren't meant to optimize your character, they're meant to optimize the fun at the table.
Basics of being a good player:
1) Paying attention to the game: Within reason this means not fooling around with electronic devices or books. You should be thinking about your options for your turn instead of having your mind elsewhere. 2) Be Ready: Within reason, being ready when it's your turn, which means ready to drop/roll dice or to tell the GM what you're doing. 3) One Attack, One Roll: Rolling all attack and all damage dice at the same time. It saves time. And not shaking dice for more than a few seconds before rolling.
4) Knowing your PC: If you have a complex PC and you can't handle it (or won't spend the time organizing/reading/writing notes), play something simple. 5) Cheating and Dice: Cheating is crappy, don't do it. Do you want your GM to cheat? If not, don't cheat yourself. If you get caught, someone like me is going to report you and you'll be kicked from the campaign forever. FOREVER. Don't use small unreadable dice or anything that makes it more difficult to verify your roll. 6) Scenario: If you've already read or GMed the scenario, tell the GM, and don't provide much input into the scenario, mostly just roleplay.
7) Argumentative: Don't be (too) argumentative with your GM. Pointing out errors is good, but if your GM acknowledges what you say and it's not resolved within 30 seconds, stop arguing right there. Especially if there are no clear rules for what your GM is adjudicating. If you still have a problem with it, continue play and look it up in the rulebook. Ultimately it's the GMs call though. 8) Timeliness: Be "on time" for the start of the session and don't leave before the end of the session. You're wasting the time of 4-6 other people by being late and when you leave early, it's one of the worst feelings for a GM to have. Even if you enjoyed the session. Trust me. 9) Personality Conflicts: Because PF is an interpersonal game, if you don't enjoy the GM or certain players, in extreme cases it's better just not to sit at a table.
Conventions are one thing, I'll game with virtually anyone (some more enjoyable than others), but when it comes to your home game, be selective.
These are player habits that take the game to another level.
Fine points of being a good player:
1) Being "into" the game: It means being enthusiastic, like we're here to have a good time. Every once in a while you go to a convention and you find someone who seems like they really don't want to be there, or they're having a terrible time. If you're not there to have a good time... go home, you're ruining it for everyone. One bad apple can actually ruin an entire session, at least for me. 2) Being "into" your PC: Not everyone wants to do impersonations or voices for their PCs, which is fine. Everyone however, can make up common and unique statements their PC says, to make him different than everyone else. Even if it's something simple like "Slave kill!" or a battle charge "For wrath and ruin!", it really distinguishes your character and makes him non-vanilla. And of course, you should always act like your PC, think like your PC, and make decisions as your character, instead of thinking like yourself. That's where a lot of the humor comes from in RPGs. 3) Voices and Mannerisms: Having said that, if you can make up different voices, sayings, and mannerisms for your PC, it will definitely take the game to another level. 4) Suggestions to other Players: You can occasionally offer suggestions on what other PCs should do. For example, "Hold on, I'm casting Haste!". It's part of teamwork and when done in a friendly way, can help new players. If you're constantly telling another player what they should do and what actions their PC should perform, it's gone too far. Stop. This is in the advanced section because many advanced players make this error. On the other hand, sometimes they make the error of saying nothing to the other PCs (and *assuming* the other players know), resulting in less teamwork.
5) In-Combat Planning: If you want to plan, make it before combat, not during. If you want to tell the other PCs 6-10 seconds of instructions before battle, great. If you want to strategize for 2-5 minutes, it's not going to happen. 6) Limited Metagaming: When I think of metagaming, mostly I think of players who will know what the creature is (by the description), and they'll know all of the strengths and weakness of the creature. Suddenly, even without the relevant Knowledge skill (or roll!), their PC will also know this information. This player will then feel the need to shout this information out to the group (over a 30-45s period). I know it's hard not to metagame, but don't do it. It ruins the game.
Bob Jonquet wrote:
Ah Bob...I love you, man. (Don't worry...it's man love.) Great point. Good players remember the above. -Pain
To be appreciated by both the other players and the DM, I believe that a player needs to do the following : 1) Avoid wasting time PFS scenarios are short on time. The faster you act, the more time you have for fun things like advancing the plot and roleplaying. - Know your character's abilities inside out. Know the pages where they appear should the DM need to check something about them. If you summon something, have their stats ready. Know your attack routine by heart (and share it with other players as soon as possible) but do not hesitate to adapt it when necessary - Avoid delaying actions by taking too much time metagaming/preparing/planning something that will only explode when thrust in contact with reality (as plans are wont to do). Same for trying to understand the plot through complicated reasoning. A little detective-like brainstorming can be fun but too much of it is just inefficient 2) Play the part Players around the table likely do not know each other's characters that well. Thus they will design their tactics based on what your PC appears to be and what abilities they believe him to have. - In other words, if you are a Tank, let it show. And if you appear to be a healer, you'd better be able to cast CLW, as the other players are expecting your character to play this part. 3) Do not ruin another PC's part That is when the necessary "metagaming" occurs in combat. Because you do not usually know what the other PCs want to do in combat, be ready to change your action when they give you their input (for example : when they ask you to delay so that you can benefit from a boost you did not even know existed). A PC's part is how the player expects too shine during the game. If you ruin it, you're ruining his fun. 4) Look for constructive solutions to PCs' conflict This often happens concerning faction missions, but it can happen also when trying to decipher the plot or designing a battle plan. Work with the guy you are disagreeing with on finding a solution that gives you both what you want. It usually works out quite well. 5) Play your part - Your PC should always be able to contribute to the mission and most of all to the fights. Ergo, have a reach weapon, have a ranged weapon, heck, have weapons to bypass the most common DR. A PC who does nothing in combat because something prevented him from using his schtick is worse than useless : he is becoming a hindrance to his party. - Your PC should be able to stand on his own without requiring the help of others. Bring your own illumination, your adventuring equipment, your wand of CLW (at least). - If you have to use another PC's consumable, try to give it back one way or another. Just a few words to finish. I feel that many posts on this thread are not how players should act to be good players (ie contribute to the maximum fun for everyone) but how GMs would want players to act. And then they go on describing how a GM would prevent players from doing something which they though was an abuse or metagaming or how they would try and force the players to act in the way they want. Please do not abuse your authority as a GM. Be aware that a GM has much more power than a player to ruin the fun for the other participants. If I feel that a GM is abusing his authority and ruining my fun while I am doing my best to be a good player, I will simply walk away from his table, even if I had to drive a hundred miles to sit there.
Oh my, (sob, sob), I love you all! (grabs tissue, turns head in shame)
Essentially the traits that make a good PFS player are the same that make for a good coworker or close companion.
Brainstorm thoughts:
Maybe there could be a short, index-card size writeup that PFS players could bring to pass around at new tables. Heck, maybe we could learn something from those "Dating Circle" sessions where you get only 5-10 minutes per table. Only, in this case, you're reading each others' cards. There could be 'recommended' questions to address. Example:
Okay, not like that, but maybe not so different.
As a Game Master, I spend a couple of minutes at the beginning of each session on an in-character meet-and-greet. It's also when I fill in some aspects of the Chronicle sheets, when I have PCs make their Day Job rolls, and when I hand out faction missions. Maybe I should ask each player to describe the two coolest / most effective things his or her character did during the last session or two. That should get the players talking in character, about tactics.
Chris Mortika wrote:
I like that last paragraph. It bonds the players too. But, what about time? How much time should/can be spent on prep?Does it pay for itself, perhaps when things run smoother later?
Castilliano wrote:
As a GM, I can say it does, especially in that it helps people better know what sort of character/player they have at the table. Are they talking about that crit for 68 damage? Probably someone who gets fired up for combat. Talking about bluffing a guard clean out of his clothes? Watch them light up when roleplay can be had. Cleric talks about stopping a bar fight with one dose of power from their deity? Probably a channel neg cleric (pantheon bless my local VC's cleric of Asmodeus!).
I do a LOT of prep for my scenarios, and I've gotten compliments at every game I've ran. That makes it worth the time to me. The amount of prep you should do is related to the amount of time you spend during the session looking things up or managing information like initiatives. If your combats are dragging out, make combat cards that have most of the information typed on them, roll initiative for bad guys ahead of time, and read enemy abilities prior to the session. If your constantly looking at the scenario for what comes next and spending time reading descriptions, make encounter cards that have a bullet list of the areas' descriptions so that you can quickly relate to the players what their characters see. In-game character descriptions and greets are a great way to allow players to relate to one another (and buys you some extra time to organize any aids you're using). All in all, find your weakness as a GM and prep for that. However long it takes, it's worth it since it's your weakness. Anything else that you'd like to prep, such as visual aids for the players, can be done if it doesn't take much time.
Nickademus42 wrote:
Totally agreeing, but not the prep I was referring to. (I think all DMs should do such review beforehand unless conscripted unexpectedly.) I meant 'at table' prep, re: PC/player introductions and whether preparing the random players for each other pays off for itself in the end. Them being able to relate (and more likely enjoy playing side by side) is one benefit, yes.
Damocles wrote:
Good point. Then you know where to flesh out and where to summarize. You get a feel for your audience, and can cater to their enjoyment.
Hello, It is true what you have written I've been playing CVPS here in Fresno California since last year.
The Power of Mosco is Rising
Nickademus42 wrote: All in all, find your weakness as a GM and prep for that. However long it takes, it's worth it since it's your weakness. Anything else that you'd like to prep, such as visual aids for the players, can be done if it doesn't take much time. I know one of my weaknesses is applying all the different feat abilities, so for higher level scenarios I make a Feat Sheet -- basically listing out by tier and each npc what the feats are (description) so I know how I'm using them, and then also taking the time to calculate what the bonus is for the npc.
Sir_Wulf wrote:
ooh yes please all of you rush past the Combat relfexes optimised fighter to beat on the wizard, who cast mage armour, shield and false life. Do we need a bluff check to pull this off reliably?
tlotig wrote:
One AOO per action, sadly. You'd get a single swing on each. Meanwhile, a pair of gnolls would be free to pound on the wizard for a bit. And even an armor buffed wizard wont last long against a pair of melee monsters....
Depending on the circumstances, the fighter may be able to stop them from advancing. The Stand Still feat would be very effective with this. Or if the amount of damage the fighter does is a lot, the gnolls might reconsider their plan. Especially, if he takes more than the standard one, AoO. In any case, this is why I recommend that the PC's all drop a rank in Linguistics and select an extremely rare language, common to all of them. That way, they can communicate in combat without tipping their tactics to the enemies.
Alexander_Damocles wrote:
IF they manage to make it past my Trip/Disarm Fighter, they're doing good. Of course, if I hit on the first AoO, they are prone, and either disarmed, if they use weapons, or have already taken some damage BEFORE they provoke again by standing up. They will have already provoked a second time by being tripped successfully (greater trip). Greater Trip/Greater Disarm makes for very unhappy bad guys, since their weapons are likely to be somewhere besides in their own 5' square.... Standing provokes.
My CM fighter has run out of AoOs, I think. Once. When the BBEG had a plethora of low-hit point minions. And most of them, along with the BBEG, were prone on the ground. Then my PC's turn came up, and he got his counter reset. Spoiler:
Then again, his is the same character who has managed not to kill someone "controlled" by a demon; and wound up in a combat that lasted about 3 initiatives. Good NPC Cleric went (coming to attack my group's party), my PC went, tripped & disarmed the Cleric (with the Cleric's weapon dropping behind my PC), and the party Rogue came up, picked up the Cleric's weapon, and returned it to him, while using Diplomacy to make the Cleric realize we weren't the enemies he thought we were. Combat over. Heh.
Mystically Inclined wrote: Threads like this should be collected under a document and given along with some of the other tactics or 'other' style guides in the advice forum. This is fantastic. Painlord himself collected a few of these threads and put them on his profile. It's how I track them down.
Will Johnson wrote:
RISE FROM YOUR GRAVE. Yeah, Pain has some cool ideas on RP and PFS play.
Recent threads in General Discussion |
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|







