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FPFP - Five Pillars For Playing

These are five pillars that will help you manage every aspect of getting the most out of your roleplaying experience, courtesy of me, the GM :)  

1. Rules are to be followed, but not always to the letter

I am is always up for adjusting something for the betterment of the game, and I am prone to allow things not stated explicitly in the RAW (rules as writen). Remember that sometimes the official ruleset is intentionally vague, to give you some wiggle room to make up your own interpretations. At the same time, realize that the rules are there to help both the players and the GM.  

2. Ask, and you shall receive

As a GM I aim to give you what you need, but sometimes you're better off telling me what you need straight up. What you wish for, what you want - mainly to facilitate development of your character. Is there a specific kind of situation you wanna be put in, a particular challenge you really want to test yourself, or anything you wish for to happen or be done? I put a lot of effort into everything this campaign encompasses of which I am very proud, but I'm not too proud for feedback, input, or a request for changes. You are my guys, through and through. So speak up when there’s something you need, or want. I’m always open to suggestions and collaborations.  

3. You won't be able to do everything, but you can certainly try

Both as a character and player, failing at something, doesn’t hurt the game. Not in the way I view it. As characters, some of the most memorable stories are ones of failure. And as players, whether it’s a voice, a choice about your background, your motivations, something you had a specific vision of but didn’t get right, there will always be room to try again. In the end, we all just wanna have a good time. Which brings me to…  

4. Share everything

Laughs, frustrations, thoughts, agreements, disagreements, emotions. This goes for both in and out of game (out of game at your own discretion, of course). Please, yell, scream, applaud, celebrate, cry where you sit! We are in a vulnerable space, and there’s nothing wrong with being vulnerable in it. I think the only “wrong” thing to do in Dungeons and Dragons, is to not do anything at all. Giving each other room and being accepting of each other, both as players and characters is our most important responsibility. But our second most important responsibility is to make sure that you always bring a toy for when others wants to play. Keep secrets, prepare revelations, write backstories and memories if you’d like, layer your characters and take pride in your detail, but remember: all work and no play, makes Jack a dull boy.  

5. Anything is progress

But progress isn’t everything. Living in the moment and engaging in the world moves our story forward. Moving forward in the world, doesn’t always achieve the same. A quest or location isn’t always to be treated as a checklist to clear out. Rather, how or what would you as a character look for or try to do in this specific situation or place?  

To summarize...

  • Rules are for nerds, but not all the time.
  • Ask if you need or want anything.
  • The only way to fail is to not try!
  • Share what your character is thinking or feeling.
  • Live in the moment.

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