Player Tip: So You Want to Try a Roleplaying Game?

Unlike my previous DM/GM articles, this one goes out to the players. I’m going to start from the very beginning, for those who are thinking about starting a roleplaying game for the very first time.

To clarify, when I say roleplaying game, I’m talking about rule-sets like Dungeons&Dragons, Call of Cthulu, Pathfinder, Hunter: The Reckoning, and their ilk. For the video game counterparts, such as The Witcher series, Fable, Final Fantasy, and more, I recommend visiting sites like Escapist Magazine. With that settled, let’s get to it!

Some Basic Terminology

Before we go any further, there are some basic terms and definitions you’ll need to properly navigate this incredible game genre. This is an incredibly short list, so I recommend doing your own research via forums, Wikipedia, or other sources (doing a 10 second Google search showed me this amazing resource).

  • Roleplaying Game (RPG): “A game in which participants adopt the roles of imaginary characters in an adventure under the direction of a Game Master.” (courtesy of dictionary.com) This is an incredibly simplified definition, as the advent of RPG video games has created a myriad of hybrid genres incorporating RPG elements.
  • Dungeon/Game Master (DM/GM): The individual (or group of individuals in some cases) who directs and referees the game. In these games, you’ll often hear the phrase “DM is god,” which means no matter what a rulebook or other source may say, the DM/GM has the final say. That said, the GM has a responsibility to his/her group to make decisions that are fair or thematically appropriate to the story.
  • Character Sheet: The place where you record character data during the course of the game. This sheet serves as your character’s bible, detailing personality, appearance, ability scores, hit points, equipment, etc. Most tabletop roleplaying games have one of these in some variation.
  • Campaign: A long story usually spanning over many play sessions.
  • One-Shot: A story typically resolved in one session. This term can also be used for stories that require a few sessions to complete, but not enough to warrant a full campaign.
  • Module: A pre-built dungeon or campaign. These are more common with games like Dungeons&Dragons or Pathfinder.

Meet the Group

The group you play with ultimately makes or breaks your experience, so getting to know them prior to the first session will help you out in the long run. Either make it a social outing, like grabbing pizza or drinks (if you’re over 21), or a simple pow-wow while you all create your characters together. In fact, I highly recommend the latter regardless, as you can all get a sense of how each other player will develop his/her character over the course of the game.

The advent of online systems like Roll20, Fantasy Grounds, or Tabletop Simulator has made it easier to find and connect with groups, but they have also made it easy for players to forgo this crucial step prior to the first session. As a first time player, you owe it to yourself to meet with the group at least once. As much as I like to believe I’m a subject matter expert for Roleplaying games, there are a lot of things I don’t know and you won’t be able to find here, no matter how long I write this blog. The more minds you can put together, the more likely you can address any questions you have before you start the game.

Determine How Far You’re Willing to Go

So you’ve researched the lingo, met your group, and you’ve created your character (I’ve purposely avoided this step because the creation process is different for each game and could be an article on its own…that’s not a bad idea). Hopefully you’ve established some personality traits that distinguishes your character from any other. If not, I highly recommend you do so, even if they’re simple sentences or bullet points. Dungeons&Dragons 5th Edition does an astounding job with this in the Background system, as do many of the White Wolf Publishing games, such as Hunter: The Reckoning and Vampire: The Masquerade.

Before you start playing your game, think long and honestly about the answer to this next question. How deep do you want to roleplay your character?

Seems like a silly question, right? You’d be surprised at how many people walk into a game thinking they’re going to go the whole nine yards in regards to accents, mannerisms, etc. only to realize after a few sessions how draining that process is for them. And deciding later on that you want to pull back on your immersion is 100% OK, but it’s a situation that can be easily avoided by having that honest conversation with yourself, especially as a new player. There is nothing wrong with dipping your toes in the water for a few sessions (or maybe even a whole campaign) before trying to go deeper into the roleplaying experience. Or, you may realize you’re perfectly comfortable where you’re at and never move beyond it, and that’s also 100% OK! As long as you and your group are having fun, that’s the most important part.

Learn to Improvise

One of the golden rules of being a DM/GM also applies to players, and that’s to always be ready for the unexpected. In any roleplaying game, things can go from tranquil to bat-shit crazy in three-seconds flat, usually from a DM’s plot device or a character’s wild interpretation of a situation. No matter the cause, you’ve got to think on your feet. Your perfectly planned soliloquy urging the citizens to revolt against an evil tyrant may turn into a bar brawl all because the Bard was flirting with the wrong woman. You, like your character in that situation, need to adapt to the situation at hand.

Now, that’s not to say you couldn’t reprimand the Bard for your botched speech during the aftermath, but dropping your pencil and walking away because your plan didn’t go off isn’t productive. In fact, you may realize the Bard’s actions work in your favor, as the Rogue lies to the commoners to further fuel the revolt. A great roleplaying game’s story is organic, and the players must learn to act in kind.

Share the Spotlight

Much like in my normal life, I love getting my ideas out there and assuming leadership roles in games I play in, so it seems a bit hypocritical to speak on this matter. But, coming from personal experience, it’s important to remember this story is everyone’s to tell, not just yours. While there are certainly times when a group may look to your character to address a situation head-on, there are many more where the party member want to explore, adapt, and react to situations in their own way. As a fellow player, give them that space. Who knows, those scenarios may breed a further (mis)understanding between two characters and allow for a rich group story to build. It’s okay to play second-fiddle.

If you’re on the other end of the spectrum here, try to engage in scenarios you believe your character would resonate with. Even if you’re playing as a silent, brooding mercenary, maybe you encounter the remains of a ghastly bandit raid that hits too close to home. Explore that situation and start gathering clues as you build a personal vendetta against these bandits. It’s often the most quiet of players who can add a chilling level of depth to a scene the DM intended for flavor or as a minor story arc.

In Summary

There’s so much ground I could cover as to the intricacies of being a player, of which I hope to cover in future articles. For your first time playing, you’ll want to learn some general terms in the genre so you’re not totally lost. You should have a general understanding of your group before you devote time and emotional energy into producing an organic story with them. Recognize how deep into your character you’re willing to go, and it’s OK to adapt over time. You never know what’s coming next, and the best laid plans of mice and men often go awry. Finally, the story is a group production, meaning it requires you and all the other players to build into it.

I hope this gives you a solid foundation for planning your first foray into roleplaying games. If not, comment below with additional questions or feedback and I’d love to address them here or in future articles!

Blessed be,

Matthew Wulf


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