For games of Burning Wheel, what do you consider to make a good roleplayer, as a GM? What are some things to avoid? Socially, what type of player makes it enjoyable to GM a game?
I'm mostly focused on Burning Wheel, but general advice is great too.
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For games of Burning Wheel, what do you consider to make a good roleplayer, as a GM? What are some things to avoid? Socially, what type of player makes it enjoyable to GM a game? I'm mostly focused on Burning Wheel, but general advice is great too. |
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Many of the following are about stuff around the game; very little is actually "in the game" stuff.
Edit due to reduction of question:
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Aramis' list is nice, but one thing that often sets a player apart for me, is having a purpose for their character. Nothing makes a character realistic, like having goals and desires that they will actively work towards throughout the game. Usually "I like money, I do job for money" isn't all that wonderful, but a character with real direction can truly inspire me as a GM and can created a lot of wonderful situations for all. |
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The comprehensive list above is very good. One of the most important things you can do as a player is to play socially- in other words- look for opportunities to make your fellow players shine. If there's a locked door and you are playing the beefy fighter.. let the thief have a chance to pick it before you break it down. If there's an encounter with demons, turn to the cleric or wizard and say "what can you tell me about these monsters? You should be an expert.." Roleplaying happens when the players make it happen, but it doesn't have to be about all of the players interacting with the GM. Some of the interactions should be player-to-player as well. Also, in the case of player vs player conflict- know how to simultaneously manage a conflict in character while you cooperate out of character to build an interesting scene is a key skill. Do what you can to keep the game going- look for possibilities and follow-on action and consequences that are interesting but don't stop the action.. and don't leave it up to the GM to 'rescue' a scene by retconning anything. |
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I think these 25 player responsibilities and 20 GM responsibilities are a pretty cool summary. Each of these points has more detail in the original article: 25 player responsibilities
20 GM responsibilities
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General RPG questions seem to be covered, so I thought I'd drop some BW specific advice. The player has three responsibilities: 1) Write beliefs that tie into the campaign's situation and aggressively seek out situations that address those beliefs. Also, when those beliefs are resolved, re-write their beliefs that are in line with the changing focus of the campaign. 2) Master the game a little bit at a time. Don't try to learn every bit of BW at once but if you see a Range and Cover coming up in the next game, or a big Resources roll that you want to make, re-read that section. 3) Keep track of artha earned and skills tested. |
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No-one has mentioned the Adventure Burner yet. While The Burning Wheel is the rules themselves and Monster Burner is about how the system works under the hood, the Adventure Burner is about how to most effective run and play the system. Just as Monster Burner is more than just monsters, Adventure Burner is much more than building adventures:
I just finished reading it, and I learned a lot of use for both players and GMs. It's full of focused advice on every aspect of the system, how they relate, and practical how-to instructions for making the system fire on all cylinders. |
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