(Found on Google Image Search: "Check for Traps")
**Before I begin, I'd like to dedicate these next two posts to my R.P.G group. Without you guys, none of my adventures would be possible. Thanks a lot for the good times, friendship, and know that I can't wait to continue our adventures together!-Leighton**
So, since I've been away for so long, here is an extra special two part special in one go! No time for stalling, lets get right into it!
The last few posts have been devoted entirely to the G.Ming aspect of R.P.Ging, highlighting all the ingredients one should consider when creating and running a game. (In my opinion...Of course, I'm not always right...)
However, with these last posts I have neglected one of the most important parts of Role Playing Games, the guys and girls who make all the adventures into the unexplored regions of our imaginations possible...The Players!
They are the heroes of the story, the makers of adventure, the harbingers of chaos, fates' chosen warriors, those pesky kids, the saviors of Middle Earth, as well as the people who will be playing the 'protagonist' of your chronicle/R.P.G/Game. But as I always do, I'm getting ahead of myself. For now, just be aware that they/you are an important part of the plot.
Part One of these Player centered posts will deal directly with the Players Role(s) in an R.P.G and then part two will deal with How to be a Good Player in a game session. These two points are important to dealing with the overall 'flow'/consistency of a gaming session and help to keep everyone happy and interested.
I also make this a section in my information posts because most people who play Role-Playing games (in my opinion) forget just how important a Player is to a gaming session ,taking the "Role" out of the "Player"...Every player, old, young, indifferent, eccentric, or otherwise, adds a completely new layer to a role-playing session and one gaming session can change completely by simply adding or removing a personality. Just some food for thought...Back to the task at hand!
The Player's; or P.C's meaning "Player Character's", are the driving force of a story. I've said before that without them R.P.G's would be moot, but it is because of this drive that they are so important to a games story.
I mean, sure a G.M can plan a game all they want, setting out the epic storyline, getting all the maps drawn up, thinking up all those awesome N.P.C's, but without the players, the G.M has no one to set his domino's 'a-toppling. In short, the players start, continue, and finish the game by their choices and actions.
From this statement comes our first role of the player as The Drivers of the Story. Ones role as a player is to move the story forward as a character would in a story, constantly reacting to situations as the story unfolds. This usually means that when an obvious plot point comes around the characters react to their situations accordingly. So, when the princess of the kingdom gets stolen by bandits and the King offers a large reward, the P.C's should usually be the first ones to step up...Unless of course your character isn't the political sort, in which case he might try joining up with the bandits and keeping the other P.C's at odds, or perhaps he'll stay at the tavern a little longer until a juicier proposition comes around...
Regardless of what you decide, your character(s) should be the ones making the decisions and moving the general plot along.
On that note, part of this process falls upon the G.M to react to the players decisions or indecision, but that is something every G.M should be able to do and plan for during character creation. During which you should TRY to know HOW each character would/could react to a situation when planning out your story-lines/story hooks, asking questions on who that character is, and what drives them.
However, you should also know that characters/plots/people all change as the story unfolds, and it is O.K to take a quick break from a game and come back to the main plot...But that is more advice for the G.M then I intended, so let us return to our stars...
The Second role of a player involves Asking Questions. This may seem a little strange but bear with me...Players asking questions helps keep everyone thinking, helps to keep the plot moving, helps to further the intrigues, and further creates the world around your characters. Asking the Who's, What's, Where's, Why's, When's, and How's of the G.M's world is essential to creating a good role playing session, and it is the players who get the (almost) G.M-like powers of creation in their story's by finding out MORE.
So, next time you are in King's Landing, ( 'A Song of Ice and Fire Role Playing' reference for all my players! Good job guys!) ASK about the defenses around the city, who runs the city guard, what are the main districts of the city, where your Inn is in relation to The Red Keep, why there are so many guards around, when do the taverns open, and how do we get an appointment with the King.
Not only does it keep the plot rolling, but it helps flesh out the world around your characters, and thus provides more life to an otherwise hollow backdrop.
Finally, the third role of the player lies in Providing Constructive Criticism. This does not mean you should constantly bash the G.M's session with what you think they should have done better. It means giving your honest opinion on how the game might have gone better/smoother/been more fun for all of you. G.M included.
Good role-playing sessions THRIVE on constructive criticism, it helps the G.M plan entertaining gaming tailored to your groups needs, as well as provides a way for you to vent your needs, wants, and ideas to the rest of the group. (Which takes a HUGE load off the G.M's shoulders...I assure you...) It also, generally creates a tighter knit group through the exchange of ideas/thoughts/preferences...I mean, getting to know who you're slaying the dragon with is always a pretty important thing if you ask me...
Don't be afraid at the end of a session to ask your G.M and fellow players for a critique session, (if they're up for it and not in a rush...) and G.M's don't be afraid to ask the players for feedback! In the end it is for the benefit of everyone and keeps to the main goals of an R.P.G session: Having Fun.
My advice? Sit back a bit and plan for a five, fifteen, or even thirty minute after-session on what everyone wants to see and I'm sure you'll always come out better for it.
In closing a players roles are simpler, but no less important to creating a lasting, fun, and smooth role-playing session for everybody. Firstly players should seek to Drive the Story Forward, to Ask a Lot of Questions, and Lastly, they should provide Constructive Criticism when they can.
Thanks again for reading folks! I appreciate all of your support and as always keep 'em rollin'!
Cheers,
Leighton