This is a fantastic question. Thanks for asking it. Advice and/or guidelines for players that work for us include:
âThink of yourselves as the writing room, the GM as the production team, and your whole game as a show. Yes, GM generates lots of plot spurs (I call these ârequests from the studioâ), but itâs the players that determine how the show actually plays. Their chief tool is their character, but that neednât mean that they only pursue their own characterâs interests, with the resulting game being the output of X voices competing for the steering wheel and spotlight. Rather, pursuing what makes for the best showâthe funniest scene, the most moving moment, the richest twistâand serving that element the way their character would behave is what seems to make the most memorable, rewarding game. This often looks like characters doing suboptimal, foolish or even humiliating things. One of my all-time favourite game memories came from a very strong player deciding her statuesque character would crack and mutter and bend to the will of a much softer player and diffident character (that wasnât even making much of a stand) because, well, the diffident one had a better storyline idea, and because watching pride shatter was riveting. (In a different campaign, she decided her science-y character would panic in a massive underground evil-lab gunfight and she just started taking samples and labeling them in the battlefield. Other characters continually had to drag her out of fire lanes. She won no glory, splattered no heads, but itâs the only thing about that scene anyone remembers.)
âInvest in the worldâs stakes. GMs can stimulate terror, heartache, desperationâbut only players can really generate it. If a house is supposed to be spooky, the GM isnât going to make the player feel spooked out, but if a player plays spooked, everyone else will start to get spooked. If everyone is dragged before the emperor, it seems funny to be Rocket Raccoon and cop some insouciance, but the fact is that royal power that can execute you on a whim is f***ing scary and your plot armour bc your GM is your friend and isnât actually going to execute you shouldnât indemnify your character from half-pissing themselves. And civiliansâ livesâŠI mean, watching those end would be pretty intense.
âApplaud each other. Often. Compliments are the fastest route, in my opinion, to players getting comfortable and taking bigger creative risks, really opening up to new ideas. When I see players throwing an idea into the pot for other players to react to, rather than just seeking endless punchlines for their own characters, I know weâve really made each other feel valued.
Hope this isnât pedantic! Cheers, everyone; really enjoying this unique little thread.