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ROAD TO RUIN By Jonathan Hicks How to be an
annoying player. Every game
has them, and you don't want to be the exception. Take a few tips from these
ten easy to learn steps on how to ruin the game your GM has so carefully
designed. Number
One:
Make sure that you never talk in character. Its much
more effective to say 'My character tells the Imperial officer to surrender
or die' instead of just giving the GM a scowl and saying 'Surrender or die,
Captain Vud!' in the most convincing Royal Shakespeare voice you can manage.
Keeping the gulf between your characters personality and your own
role-playing talents as wide as possible is an absolute must for all players. Number
Two:
Always express your own opinions and ideas, especially when someone else is
talking, preferably the GM. Interrupting an
explanation or a piece of dialogue with brash statements will win the respect
of other players. All gamers are well known for their tolerance for people
butting in on their repartee. If you make sure your speech is loud and
overbearing, you may even succeed in drowning out the other people at the
table. Number
Three:
Don't be concerned about turning up for the game on time. Arriving about
twenty minutes to half an hour after the agreed meeting time is suggested,
although three quarters of an hour would be a fine example. Keeping other
players waiting is a good test of their patience, of which they'll need a lot
with you around. It's good to keep them on their toes. Number
Four:
Wait until a moment of high drama has arrived and then talk about something
that has absolutely nothing to do with the game. Football or last night's
television programmes are always good subjects to throw in. It makes the game
unpredictable and sometimes quite surrealistic. So next time the GM gets to
the part of the game where the final confrontation with the corrupt syndicate
boss is just about to happen, make sure you come out with something like 'I
saw this great program last night on telly, listen to this...' Number
Five:
The game will progress much better if you don't actually take much notice of
what is going on. Sitting in your chair and reading a book or a magazine
while the game is in progress is a definite sign of good role-playing. Every
now and then nudge another player and show them what interesting things
you've just read about, and when the GM looks upon you and asks what it is
you want to do, just give him a blank look and say 'huh?' Number
Six:
Every time the GM has to make a ruling, make sure you disagree with it, or at least question it before grudgingly giving in.
Plenty of games have been filled with hilariously enjoyable hours of players
and GM's conversing over their interpretation of the rulebook. And remember -
if the GM succeeds in having his ruling accepted,
make sure you're miserable and surly for the rest of the session. In fact,
moan about it for the next few days. After all, the game is being played for
your enjoyment so why should the GM ruin your fun? Number
Seven:
Wit and humour are what makes a role-player, so why not treat the whole game
like a joke? This works most effectively when the GM has designed a game
that's dark and sombre. Why play along with that, when cracks such as 'So
that's a dianoga's great wobbly tentacle! Fnarr, Fnarr!' and 'I'll jump
in front of the Gamorrean and shout "Get back or I'll whip out my
lightsabre!" Ho, Ho!' will carry the atmosphere effectively. Number
Eight:
Cheat at your dice rolls. You may think this is dishonest, but look at it
this way; won't your fun be heightened if your character succeeds at most of
her rolls? Of course! Forget about chance and tension, just roll those dice,
scoop them up before anyone else sees them and say you've succeeded. The game
is supposed to be fun, so you want to milk that fun for all it's worth, even
at the expense of effectively role-playing a character that is on the front
line of danger. Number
Nine:
Take lots and lots of food with you. This may be the normal thing to do for
most players, but make sure you take plenty of chewy sweets. Having your
mouth full with thick toffee and trying to explain your actions to a GM makes
the game just ooze with realism. So when the GM next asks you what course of
action you wish to take against the Rodian who is about to attack you, you
can reply with 'Gile thwig
ag im wig my forsh-pike'. Number
Ten:
Have you recently had a slight disagreement with another player over
something trivial, out of the game? Do you want to know how you get back at
that player? Well, the answer is simple. Use your character to spite him.
Make the odd sarcastic comment to his character through yours, with the
obvious reference to what you disagreed about, and then afterward say 'I was
only role-playing'. Better still, have your character try to bump off the
offending player's character in some way. Using PC's to settle petty
differences are a great way to improve the session and strengthens the
relationship between players. Using one or
two of these steps will make you an annoying player. Using several in
conjunction, or better still the whole repertoire, will let others know that
you are definitely on the road to complete Star Wars player mastery. |