Probably the most interesting thing I worked on this week is the guide on
How To Be a Better Player which is filled with basic what to do advice for people who are new to role playing games.
When it came to telling people
what not to do I took a different tack and decided to tell people
what not to be at the table, encompassing the hobby's bad habits into monsters of a sort.
Does it work? I have no clue. Did I go overboard?
Oh, quite possibly. Did I leave anyone out? Well that's for you to tell me.
Here is the Red EFT guide to....
What Not To Be.
Tabletop role playing games are over forty years
old and have a long established history filled with actual characters
both malevolent and benign. The following is a guide to the
malevolent side of gaming, a bestiary of those who you do not want
to be.
The
No-Show. The No-Show means well. They say
they will be there because they think it makes you happy, but they
always seem to find some excuse not to show up and pull out at the
last minute.
Even though the Red EFT is designed to handle
no-shows, people are not. It's best to plan a few days in advance and
stick to those plans as best you can. If you cannot make a game, warn
the GM a few
days ahead of the actual game.
The
Lawyer. The lawyer just doesn't get it.
They still think they are playing a game that can be won by beating
the GM through a mastery of the rules or a keen understanding of the
world at hand. The former is a Rules Lawyer, the latter a Story
Lawyer.
Lawyers are actually good people to have around.
Too much time can be wasted looking things up, so it's nice to have
someone you can turn to, ask a question, and know they will tell you
exactly what the books say. However - the
game master is always right - and she
can cut to the core of the system to have what happens be what she
wants to have happen. This also goes for the world itself. She can
step outside of a pre-established narrative structure because
sometimes space aliens do need to crash land in the middle of Middle
Earth.
The
Brigadier General. This denizen of the
gaming table truly and sincerely wants to group to win, to the point
where he or she will not allow anyone to do anything except follow
their lead. The Brigadier General leads the group during play and
needs to have the last word on all level advancement choices made out
of play. This is war after all! Even
when it isn't!
It is good to care, but these people need to calm
down. It is only a game. It is also a wild, woolly, crazy game where
outlandish things often happen. Brigadier Generals often try to tame
the game, trimming it down to something they can control and easily
understand. What they don't realize is just how boring this makes it
for everyone else.
The
Flaming Telepath. Omniscient gaming
allows you to talk to your friends around the table while the game is
going, but
to a limited extent. Information passed
between characters needs to actually be spoken by those characters.
Even if the characters are actually telepathic, they need to voice
their telepathic thoughts to get them to work. What a character says
is just as important as the actions one makes.
A flaming telepath is an abuser of this
privilege. They are constantly talking to other players, discussing
strategy to no end, and largely ignoring the characters in the
adventure, treating them as mere playing pieces on a board. They are
called flaming telepaths because this approach causes character
communication to become something akin to telepathy between the
characters. While this may sound cool, it is actually a lame way to
game.
The
Primadonna. Primadonnas are starved for
attention. They need to bask in the spotlight even if the light is
nothing more than a single incandescent bulb hanging over a kitchen
table. There is nothing wrong with stealing the spotlight every once
in a while, the primadonna never wants to give it up once they get
a hold of it. Primadonnas need to learn to stand down and give other
players a chance to shine.
The
Master of Mary Sue Fu. Everyone loves
their characters but the Master of Mary Sue Fu deeply, earnestly,
exacerbatingly loves their characters. They are the ones who write
small books describing the character's backstory. They complain about
not having enough to work with when their character is 10th
level or less. When given the chance they will jabber on for hours
about their characters, just so long as they never actually have to
play with them. Their characters are too precious to take out of the
box.
Characters
are not dolls. They will not be
tarnished if you drag them through a mud puddle. They can actually
take a ton of damage and brush it off with a little bit of rest.
While it is true that characters do occasionally die there is nothing
in the rules saying that death is permanent. The Master of Mary Sue
Fu is someone who needs to learn that only good things can come from
breaking a character out of its proverbial blister pack.
The
Player of Some Other Game. This guy
really didn't want to play the Red EFT but ended up doing so because
it's what everyone else wanted to play. Begrudgingly he agreed but he
still doesn't want to do so and so he has made it his mission to
sabotage the game from within, either by forcing it to be more like
the game he actually wants to play or by playing it so badly that no
one will ever want to play it again.
There really is no hope for this kind of player.
Unless you are willing to bend to his will and play what he want to
play, but consider yourself warned. It's one thing to have an
opinion. It's something else entirely to sabotage other people's fun
because they don't agree with it. Brats like this will bend people
until they break.
The
Mooch. A mooch is someone who takes and
takes and takes and never gives back. The most obvious mooch is
someone who never brings snacks or won't chip in for pizza. A less
obvious mooch is someone who lets other people do all their gaming
for them. They don't read the books. They don't take any risks. They
are just along for the ride. They roll the dice without any
enthusiasm and keep the game at arms length. They claim that they
don't understand it and are happy to remain ignorant. They are
probably only there because somebody else at the table dragged them
along.
One invisible asset that all games thrive on which
everyone needs to bring is enthusiasm.
People do not need to be bursting with joy or grinning at everything
said and done (stop it Dave, that's really unsettling), but when the
enthusiasm to play isn't there you can literally feel the suck coming
from that side of the table.
It's best to call a mooch a mooch and hopefully
they will realize what they are doing wrong and either clean
themselves up or stop showing up. Speaking of clean....
The
Funk Pig. This one you will smell coming
long before they ever arrive. The only rational explanation for a
funk pig is the scientific fact that no one can smell oneself. You
may be able to pop your nose under your armpit and get a whiff of
how ripe you have become after five days without a shower, but our
noses aren't interested in the scents which are always there. Our
noses are interested in sounding the fog horn when they detect some
calamity waiting off in the mist. A funk pig is just that kind of
calamity waiting to happen.
Colognes and perfumes won't hide it. They might
even make matters even more malodorous. It's best to always assume
the worst. Funky pigs should take a shower before the game begins,
put on some clean clothes, and slather those pits in some deodorant.
The
Filth Pig. A filth pig is a funk pig who
has given up on life. Bodily they don't care how badly they stink
because what does it matter anyways? If you get stuck sitting next to
one, whether at a game or on a plane, it sucks to be you. Hope you
can hold your breath for a couple of hours because the filth pig is
never going to change. The filth pig is determined not to change,
especially for some lowly pissant like yourself. Their stink is their
mark. It establishes the game as well as gaming in general as their
territory and you as merely passing through it. The only reason you
are there is because the filth pig cannot play these games alone.
Otherwise he probably would.
Mentally a filth pig is a leaking waste barrel of
toxic sludge. If you ever find yourself stuck at a table with one do
realize that nothing good can come of it. Daisies are not going to
suddenly sprout from this radioactive pile of sod. It's best to just
pick up and leave.
The
Dick. At the very bottom of the barrel
lies the dick. The dick is not there to play the game but to mess
with people. The dick wants to feel good by making you feel
miserable. The dick thrives on asserting ones superiority over others
and alienating anyone who doesn't agree with them. It has been said a
million times before and will probably be said a million times again
because human nature does not change easily but....
Don't
be a dick.
UPDATE! This section has been removed from the PHB. To read more about it click here.