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How Players Affect the Game

There’s an oft cited misconception about D&D (and other tabletop RPGs), that the DM is the one responsible for the game. Essentially, many people are under the impression that the DM puts together the modules, manages the campaign, answers everyone’s questions, and ultimately controls the gaming experience for everyone.
This is not quite true.

Obviously, it is true (at least typically) that the DM does most of the behind the scenes work on the module and campaign. Choosing monsters, placing traps, finding or inventing riddles, providing villains with motivation and trying to fill the world with the right mix of wonder and believability (and of course, magic items), certainly falls within the purview of the DM.
There is, however, much more to the game and the gaming experience than that, and it falls beyond the DM’s ability to control.

Players, both individually and as a group, change, shape, and ultimately define the game, as well as the experience of everyone at the table.
This happens in two overarching ways:

First, how the player interacts with their character.
There are two extremes here and obviously many positions in between:
On one hand, we have the players who put a great deal of thought into their character: their motivation, ideals, quirks and flaws, their attitude and personality; and then when the game is in session, the player brings their character to life through role playing. They know what abilities their character will use in a given situation, how their spells work, how they will interact with the rest of the party, and of course: what half-baked thing they will likely do (whether it’s a good idea or not) when the chips are down and the party’s back is to the wall.
These players do two things: They build, develop and research their character outside of the game; and then they speak life into their character when the game is in session.

On the other hand, we find the player who wants to play, but doesn’t seem to care. They pick a race and class, but no time is spent researching or considering how the character even works. They don’t know what abilities their character has, and when they choose spells they don’t read the description. When the game is in session, they can’t role play their character because they don’t know what their character would do. The experience of role playing in a fictional setting is diminished for everyone (especially the DM) by the lack of emotional commitment to a character.

Secondly, how the player interacts with the game.
There are all kinds of players: quiet, loud, shy, talkative, introvert, extrovert, hardcore role player, new player, metagamer, etc…I could go on for a while. Suffice it to say that D&D players are a diverse and often colorful bunch. I genuinely think that this is a strength to the game, especially to have that sort of diversity within a single session.
The kind of player does not always dictate how a person interacts with the game (and the rest of the group) at the table, and I want to be clear that I am not addressing a type of person, but how someone acts during games.

To discuss all the different behaviors I’ve seen in a game would take far too long, so I will limit it to a few, unfortunately with an emphasis on the negative.
Players who are overly brash, loud and obnoxious, can be detrimental to a group, as can players who are overly sullen and withdrawn. Interrupting other players or the DM typically gets old very quickly for everyone, and temper tantrums will quickly kill an entire game. I have had players leave over disruptive players, and I am generally uninterested in playing with people who continually interrupt me or others. I have seen entire games fall to pieces over moody players who kill the game atmosphere for everyone else.

A DM can put hours of work into every session (and many do), as well as providing everything necessary for a game to run smoothly. But, in the end, it is the players who define the game.

I recently had a game where the party (group of four 5th level characters with a minion and two commoners) was confronted with three giant apes. one of the giant apes left after the first round, determining that he wasn’t interested in the tiny creatures before him that obviously weren’t a threat. A second ape was killed, but the last one was poised to cause serious trouble for the group. Then in stepped the surly dwarven barbarian (played by an affable and fun loving player).

First off, Flint (the barbarian) threw a vial of his own urine (yes, he bought 2 vials and filled them with his own pee) at the ape, covering him with Flint’s strong smelling, alcohol percolated, hormone ridden piss, which the ape took as a territorial challenge, beating Flint to within 9 HP. on his next turn, Flint doused himself with alchemist’s fire, setting himself ablaze, then proceeded to beat his chest and advance towards the giant ape, making an impressive Intimidation check (with advantage) as he did so. The ape left and Flint was extinguished before burning to death.

Now, the point in this is not that a player did something exceptional (although he did). Rather, the point is that he a) knew his character and the crazy sorts of things he was willing to do, b) was enthusiastic in the way he approached the situation (quiet sullen players don’t do much out of the ordinary), and c) he was respectful of other players and the DM while this was going on.

If a game is fun, it’s likely because of the players. Conversely, if it’s not fun, take a look around the table and ask why not. The answer might be you.

Remember, it’s a game. It’s supposed to be fun!