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feet or even ten feet beyond range, go with the action, roll the dice character a bit of background

ound to round the identity out and to give


to see if the attack hits or not, and keep on going. yourself some emotional anchors to play. Your character does not
Likewise, do not get lost in the minutia of the story or setting. need a large, sweeping or complicated backstory. He or she can be
Please do not role-play every step of a three hundred mile journey a simple fighter or adventurer trying to survive in this crazy world.
– it is boring – keep the action going and have fun. Jump ahead He or she can be someone who is trying to earn money to feed his
through the slow parts. (“So you travel is uneventful until at about family or protect her town. It could be someone who craves glory
the half-way point when you encounter ...”) and wants to become a famous hero, warrior or mage, or maybe the
Newer Game Masters may feel that until they have mastered character is searching for someone or something, or seeks respect,
all the rules and have a few hundred hours of being a G.M. under or desires power or wealth, or revenge against a particular type of
their belt that they aren’t ready. That’s probably not true. Sure you villain or monster (“I hate dragons”), or the Coalition or Federa-
should get better with practice, but many G.M.s are good from the tion of Magic, and so on. Or maybe he’s just a farm boy tired of
start and only get better over time. Trust your gut, listen to your life on the farm and simply wants to see the world or fight the evil
players and wing it the best you can. empire. Sound familiar? Keeping it simple works.
We suggest keeping it simple. Keep those early adventures Ask a few simple questions, like:
simple and linear, in a familiar setting. The more complicated What does the character love or enjoy? Music or magic, or a
the plot you create, the more work you have to do and the more particular flower?
overwhelmed you may feel. If it is too complicated and you feel What does he hate? Could it be something as simple as bullies
overwhelmed, your players are likely to feel the same. Present- or slavers? Why? Because he or someone he loved was bullied or
ing something complicated to the players can be difficult and feel once enslaved.
daunting or confusing. Even after years of gaming, we throw in a What does he want? What are his goals? We covered some pos-
very simple adventure or two unrelated to the overall plot. This sibilities above.
can help to recharge the Game Master’s batteries as well as the How does he think he can get achieve his goals?
players’, and can lead to new ideas or result in a new twist to the Where is he going? Even if he never gets there or doesn’t know
adventure. (just drifting) the character may have a destination in mind.
Likewise, if your story is not working out the way you had What does he fear?
hoped and it is dragging, wrap it up and end it. Move on to some- These tidbits and the character’s alignment (code of ethics and
thing else that is more fun. That’s part of being flexible too. And morality) should help you understand what drives your character
do not beat yourself up for a bad game night; this applies to both and how he might react to any given situation. What might tempt
players and G.M.s. There is always going to be other adventures him or lead him astray, what might press his buttons and what
where the game and your character shines. makes him take action or stand his ground.
Tip Nine – If you and the players are having fun, you must Note: In this regard, many of the G.M. tips involving NPCs
be doing something right. It’s all good. Don’t over think it and and knowing your character, his goals, desires, and fears, apply
have fun. Seriously, if everyone, from G.M. to players, are having to player characters as well; heck, even more, because these are
a blast, then whatever you are doing is just fine. Keep it up and ongoing heroic figures.
keep the fun going. Who cares if you are not playing all the rules 2. Use the character’s alignment as your guide. This is the
exactly the way they were intended, or that you could be doing character’s moral compass. It’s how he was raised and it’s how
some things different or better? This is a game and fun is what he feels about good and evil, what’s right and wrong. Know your
games are all about. alignment and stick to it. Alignments help define who the character
is and how he behaves.
3. Play to your strengths and be careful of your weaknesses.
Player Character Tips Attributes and skills indicate the character’s strengths and weak-
By Kevin Siembieda nesses, play to the strengths and compensate for weaknesses when
you can. Teamwork can make up for weaknesses and vulnerabili-
One could argue that the players have it easier than a Game
ties.
Master, because the focus of each player is on his own character
4. Play in character. You, the player, are almost always going
and the events unfolding in the story. I’d have to say yes and no.
to know what’s going on in the story and elsewhere in the imagi-
Each character is like a role portrayed by an actor, only that actor is
nary RPG setting, that the character does NOT. Play in charac-
you and the character has a leading role. Player characters are the
ter. Your character does not know his hometown is being invaded
main protagonists in our stories, and since this is an ensemble cast,
and his family is being threatened, even though the player might.
it means you need to work with the other heroes as a member of a
The character does not know what awaits behind the door until his
team. The main characters are tasked with figuring out clues, res-
character opens it, even though the player might.
cuing people in danger, fighting evil, protecting the innocent, and
Playing in character can be difficult, especially when adrenaline
navigating through all the elements of the adventure. These char-
and emotions run hot, but it is fun and worthwhile. Just like in real
acters are, in effect, the Avengers or Justice League of America or
life, the character may want to react in the heat of the moment or
the crew of the Enterprise.
the player may want to maneuver his character to where the action
Here are some quick, easy and simple player tips. You will no-
is or where treasure has been found. However, if his character does
tice advice similar as that given to the Game Master. That is be-
not know anything about it, the player needs to have his character
cause the fundamentals of role-playing are the same for all RPG
act accordingly.
characters. The player characters just get the deluxe treatment be-
5. Play like an actor or don’t act at all, it doesn’t matter.
cause they are the stars of the show.
Do what feels most comfortable for you. Some players speak in
1. Keep it simple and play what you like. Pick an O.C.C. and
a different voice or accent and take on the role of their character
abilities/skills that you think you will enjoy playing. Then give the

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