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Expanding an Idea: How much fun is up to you

Posted on 16 June 2003

Mark’s latest article, Togetherness, digs into some of the reasons that people like to be a part of a game that is being played around them. Be it solitaire, chess, what have you – if you’re gaming and there are others around who are not, chances are they’ll be interested in what is going on. There’s a certain amount of wanting to belong to a good time that comes into play here I think. If there’s a group that is having fun, its natural to want to have fun with them because fun is so… Well… Fun.



As I read Togetherness I started thinking of a few different things. One of them is the ability of a GM to pull a party of adventurers together who have almost no reason to be together. Another thought I had was the ability of the GM to read the players themselves, seeking for ways to try and make sure that everyone at the game table has enough to do so no one feels left out. Then I thought about the player’s side of things and how it connected with my previous ideas. That’s when I had my article idea:



It’s not the GM’s duty to be the only connecting/driving force for group fun.



This may not seem like a new or ground breaking statement, but I’d like you to think about it for a second. How many players have you met who feel they should be able to make whatever kind of character they want (within the rules, or bending them sometimes) and it’s the GM’s job to make it work in the game? Or those that feel he’s out of bounds if the GM requests that only certain types of characters be created, or limits character creation? Even if you don’t have these players in your current game groups, I’m sure you’ve met them before.



Fun is the goal of our games and it’s not fair to demand or expect that one person should be the only one responsible for it. True, a good GM can and will make a game more fun with their skill, but we can’t expect that he’s going to be able to pull it off without help from the players. Gaming is a team sport.



Just about every piece of advice for how a GM should tool his game for his group’s enjoyment can be applied to the players and their characters. Take a look around the group and see what kind of gamers you have amoung your fellow players. Is this group all about killing and looting, or do they enjoy the finer points of diplomacy and romance in their RPGs? Neither one is better than the other, but it’s important to know what your fellow players are like if you want to work with them.



Ask the GM what type of adventure he has planed, or at least what his suggestions for character types would be. It may seem like it, but you’re not limiting your choices by doing this. If you know what characters the GM thinks will work, you’ll have an opportunity to come up with variations on those themes that are more to your liking. Also, if the character fits into the adventure, there will be a lot more for your character to do. Doing stuff = fun.



Another step is to take it upon yourself to encourage other players to make characters that will fit nicely into the chosen game. If you’re adventure is to delve into a lost city in the middle of the South American jungle during a 1930’s pulp adventure setting, encouraging the players to stay in the spirit of the game will help make the adventure more enjoyable. Talk to the players and think about the types of skills that you think will help you be the most successful. Help your fellow gamers come up with cool character ideas and variations. Doing this shows interest not only in the game itself, but that you care about your fellow players and that you want them to have a good time.



Don’t tolerate rude or destructive behavior from other players. If your group has a player that’s being obnoxious, the GM isn’t the only one who can suggest he cleans up his act. The players can step up and inform the offender that rude play isn’t appreciated nor accepted at the game table. Again, almost all advice on how GM’s can deal with problem players works for you as a player as well. Just remember you may have to work with some players on correcting their actions. Not everyone can change bad gaming habbits overnight.



Gaming is a group event. Everyone has to hold up their end if the group is going to have fun so remember that just because your not the GM doesn’t mean that you don’t have any control over how much you enjoy the game. We’re all in this together.







Well, that’s enough out of me for now. See you in the forums!




This post was written by:

Lost to the Ages - who has written 434 posts on The Gaming Outpost.


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