What Makes a Beautiful Player? Part 2: The Exciting Conclusion

By

Matthew McFarland

            In the first part of this essay, you’ll recall, I put forth the four cardinal qualities of the Beautiful Player. They are: Cleverness, Consciousness, Appearance, and Initiative. I shan’t review the first two. If you need a refresher, click here and re-read the first half of the essay.

            Now, however, we shall press on and complete the picture of the Beautiful Player. And, with all this talk of pictures and beauty, this seems a good place to discuss:

Appearance, or What? I’m Only Three Hours Early!

            I’ve long been plagued by non-punctual gamers. I had given it up as a regrettable, if necessary corollary to gaming: people just can get to the game on time. It always starts an hour later than the “official” start time.

            Then, I moved to Cleveland, and started a new gaming group. The first few times we met, I tried to make it clear that because we were playing on a Tuesday (school night for some of the players) and because a couple of players had to leave at certain times (work, curfew, etc.) I wanted people there by six. That didn’t seem to help much; I had a couple of problem players who showed up a half hour late consistently. By the third week, I was annoyed, so I took them aside and explained that I was serious about running this game and that if they were serious about playing in it, they would show up on time or at least call if they couldn’t.

            They showed up early from then on. I love it when people pay attention. J

            Appearance has nothing to do with how a gamer looks (mostly, it doesn’t, but we’ll get to that). It has to do with putting in an appearance. An Apparent player shows up on time, with all the necessary accoutrements: his/her notebook, a pencil (they disappear real quick around my place), and dice in hand, ready to play. It all goes back to the gaming group being a commitment, and respecting that.

            Are there acceptable reasons to be late or to miss a game? Of course, and even the most Apparent player will run afoul of these things sometimes. However, whereas a non-Apparent player won’t call, or waits until the last possible minute to do so, an Apparent player calls as soon as a crisis emerges, so that the Storyteller can compensate. An Apparent player realizes that the Storyteller should never have to play a player’s character because the player didn’t show and the character is too important to sideline. I have actually cancelled games or run one-shots instead of the planned game because of one last-minute no-show, just because the missing character was that important to the plot. I have also given characters fates far worse than they deserved because their players weren’t there to save them. (Vengeful, yes, but it’s therapeutic, and even death’s reversible in some games.)

            So, showing up, as Minnie Driver says in Grosse Point Blank, is a good start. But there’s more to the Apparent player than simple physical presence. The Apparent player considers the feelings and preferences of the group and tries to work within them.

            For example: I hate cigarettes. Anyone who knows me also knows that I’m a total psycho about smokers. I have bad habits, too, and I do unhealthy things to my body, but the difference is that what I do won’t give anybody else health problems. You may smoke, but if even one gamer in your group doesn’t, you should respect her wishes. It is not disrespectful or inconsiderate for a non-smoker to ask a smoker to go elsewhere to indulge; it is inconsiderate for the smoker to do so.

            That in mind, the Apparent player does not show up smoking and expect to be let in, if the rules of the house prohibit indoor smoking. Players who smoke should also wait until their characters are not immediately involved in the action or until a break in the game to trot outside to smoke. (I have very little sympathy for smokers who whine about how much they need a smoke break. Suck it up, junkie!)

            The Apparent player also knows how to abide by house rules. By “house rules” I don’t mean rules of the game (though that’s a consideration, too) but literal rules of the house. If the Storyteller doesn’t want the player drinking alcohol during the game, the players need to abide by that. If there are players in the group who are underage, this shouldn’t even be an issue. This principle also applies to other mind-altering substances; the Apparent player not only shows up on time for games, but shows up sober.

            All of this might convey the impression that gamers must be straight-edges. That isn’t necessarily the case at all. However, there are times and places for that sort of indulgence, if you choose to indulge, and during or directly before a game that requires your mental faculties to be online is not one of them. Your Storyteller might have other ideas, or might not see anything wrong with having a beer during the game. That’s perfectly all right, but that’s the Storyteller’s call to make. (Optionally, it could be the householder’s call to make. I recommend respecting the Storyteller’s wishes on the subject, however.)

            Apparent players must also be aware of their general appearance. I’m not referring to physical beauty or attractiveness, of course. By appearance I mean silly things like hygiene. One of the unpleasant stereotypes about gamers is that they are plump men who don’t bathe and wear the same clothes day in and day out. The Apparent player breaks that stereotype over his knee. Show up for games clean, and using the proper tools of personal cleanliness (toothbrush, deodorant and so forth. And before the female gamers reading this get too smug, I’ll gently mention that the only instance in which I actually had to speak to a player about this involved a female player. I won’t get into detail, but you can probably figure it out).

            On the subject of physical appearance, on last note should be made. A great number of gamers live with their families, and that means that gaming night is held in mom’s basement under her good graces. I was fortunate in that I have parents who didn’t regard gaming as a demonic act and were kind enough to buy us pizza or cook for us quite a lot. However, the Apparent player understands that sometimes parents get freaked out easily and that means that weirdness sometimes needs to get curbed. That can mean not dressing like a total gothed-out freak, going easy on the makeup, turning a piercing so it isn’t visible, and choosing one’s T-shirt with care. It can also mean being careful with language, both in terms of profanity and subject matter. Rant all you want about how adults can be closed-minded and how they don’t understand about gaming (lord knows I have) but in the end, respect the people to whom the house belongs and try not to offend them. (This is especially true if they happen to be your parents!)

            Sometimes, players get a little too zealous. This drives them to show up early (anything more than about 20 to 30 minutes before the established time should merit a phone call), or bring guests along to play or watch.

            Some Storytellers might have issues with uninvited guests showing up. I don’t mind so much as long as they abide by my rule for “gaming voyeurs” ¾ which is, simply put, “Shut up.” If you want to bring a friend along to the game to watch, ask them to bring a book or some homework, in case they get bored. Make sure they understand that you won’t be able to explain everything to them right then, as you’ll be involved in the game. You should probably make sure that the Storyteller doesn’t have a problem with an audience, if for no other reason than it might require an extra chair.

            If, however, you want to bring a friend and actually have them play in the game, you must clear it with the Storyteller first. Some games are loose enough to allow a character to float in and out in a single session without wrecking the game’s rhythm too much. Much of the time, however, it’s difficult to suddenly introduce a new character without either leaving the new character largely out of the action or forcing him into it. Neither of these options are good starts to gaming.

            If you’ve got a friend who’s interested in gaming but doesn’t wish to or is unable to join an existing group, talk to the Storyteller about running a one-shot or a spin off of your current chronicle. Do not bring someone along and say “We made a character this afternoon. My friend can play, right?” I’ve been put on the spot like this and I’ve turned down such requests. Remember, gaming is communistic, and the Storyteller has to make the decision that works best for the group as a whole. If you make those decisions easier for the Storyteller by giving him/her warning about guests, you’re making a good Appearance.

            By the same token, stay off the phone during games. If you’re having family or relationship troubles, don’t try to work them out over the phone during a gaming session. If it’s that serious, apologize to the Storyteller and the group and leave. But don’t put the entire game on hold while the group waits for you to sort things out with your girlfriend. That’s inconsiderate (of both you and her), and it puts the Storyteller in the uncomfortable position of having to either listen to the arguments or wait for them to end.

How’s your Appearance?

Do you show up twenty minutes early for all games and pass the time chatting with the Storyteller about the ongoing chronicle?

Have you ever broken a date because it conflicted with a game?

Have you ever voluntarily missed a concert, play, or other one-time-only event to make a game?

Do you take notes?

If other players are short on pizza money, do you cover because “it’ll all equal out sooner or later”?

Have most of your friends “guest-starred” in the game you’re playing in?

            If you answered affirmatively to any or all of these questions, it’s apparent that you’re Apparent.

Initiative, or My Character Follows The Group Into Certain Death…Again

            We all have goals, and so should well thought-out characters. A character’s goal may range from revenge to domination to leading a normal life, but players don’t always define those goals well enough to pursue them.

            A player with Initiative, however, does. These are the players that start trouble among NPCs, that organize raiding parties on the villains: in short, players that are pro-active. Quite a lot of players react; they wait for a situation to present itself or an adversary to act against them. Players with Initiative (the adjectival form would be Initial, I suppose, but that’s a bit much!) don’t wait. They create the situations, in so doing, do much of the Storyteller’s work for them.

            As such, it’s a matter of opinion as whether or not Initiative constitutes one of the traits of the Beautiful Player. Some Storytellers like to keep a firm grasp over the plotline of the story and it annoys them when the player come up with their own machinations that matter more than the presented story. I’d like to remind such Storytellers that the point is to have a good time, and if the players are having fun and agreeing on a course of action, you are doing your job by encouraging it. So what if your ingenious and sinister plotline gets thrown by the wayside? Save it, spruce it up and serve it later. Reward the players’ Initiative.

             Pro-active players are often the ones that have been gaming a while. They create characters who have agendas and follow those agendas, sometimes to the exclusion of all else. For some Storytellers, who run character-driven games and keep their plotlines loose, this can be a godsend. For others who run a tighter ship and have intricate stories that require the characters to stay focused on what’s presented them, it can be a nightmare.

            A player with an agenda will analyze everything the group comes across in terms of that agenda (not unlike real people with agendas). Keep this in mind ¾ you are fully justified, as the Storyteller, in exploiting a character’s drive to achieve his/her agenda. A driven character (and said character’s player) may let little inconsistencies slip by her if she’s focused too much on the proverbial brass ring. That kind of oversight can be the source of some great role-playing later when said oversight causes the Big Plan to fail ¾ or causes all kinds of other problems but aids the Big Plan. At what cost success?

            Initiative can apply to situations as well as entire stories, of course. A player who acts as leader in a group (pack alpha in Werewolf, for example) is probably someone who inspires the others. She must be perceptive enough to recognize each other characters for their talents and capabilities and decisive enough to utilize those talents. A player with Initiative is often one of those rare individuals who can give out orders and make them sound like suggestions (because while characters may understand the need for a chain of command, players rarely enjoy being ordered around). A Clever player may decide on the strategy before the assault, but it’s the player with Initiative who assumes command when the dust starts flying.

            The differences between Cleverness and Initiative are subtle but distinct. A Clever player enjoys problem solving, but a pro-active player cares more for the results than the process. The Machiavellian world of Vampire: The Masquerade and the survival-horror milieu of All Flesh Must Be Eaten reward Initiative — those with the courage to act are noticed and rewarded. Those who flinch fade away (or are devoured, in the latter case).

            One of the big advantages to having Initiative-laden players around is that they will pick up on your hints and act on them. With such a player in your group, you won’t have to do much prodding to get someone to suggest investigations; the player’s Initiative will provide the motivation. Likewise, this is usually the player to whom you’ll have an NPC make a suggestion or confess a secret to — the player who will take the bait and look deeper. Oftentimes, the player does this out of a desire to find out the plot of the game, and is therefore helping said plot along by investigation (which overlaps a bit with Consciousness, of course).

A pro-active player doesn’t always concern herself with foresight, however. Throw a clue to such a player and she’ll pursue it, sometimes putting her character at risk. Such players’ characters are great stalking horses because they’re easy to lure, but don’t rely on that. If the character picks up on a clue in a way you hadn’t anticipated (an NPC is seen as dangerous rather than intriguing, for example), she may act in ways that derail your plot. Again, about the only thing you can do is be ready.

When a player makes it obvious that she will investigate any clue the Storyteller provides, the temptation arises to exploit that tendency mercilessly and lead the character into all kinds of bad situations. Resist the temptation…to do it too much. Using Initiative as a plot hook works once or twice, but after the fifth time that peeking around a corner after a shadow has resulted in sudden ambush, the character will stop peeking (and her character will stop picking up your cues). Then, you’ve lost a pro-active player, and that definitely is a loss.

Do you take the Initiative?

Are you the official or unofficial leader of your group?

Does your character description include words like “curious” and “inquisitive”?

Do you take notes?

Does your character often try to stir up trouble for the ruling classes?

Have you ever uttered a phrase like “Viva la Revalución!” in character?

Has the Storyteller ever given you OOC information because she knew you’d do the right thing with it?

            If you answered “yes” to any or all of these questions, you’re probably quite pro-active.

Putting it All Together — Some Examples:

Player #1: This player arrives early to every game session. He is always polite to the other players, but has a habit to start reading books if the action doesn’t directly involve him (read: the Storyteller isn’t looking right at him). He rarely says anything, but when he does, it’s in character and directed at one of the other players. He follows along with what the other characters do, and, although he isn’t the problem-solver of the group, contributes a good idea once in a while.

            Cleverness: Low

            Consciousness: High-Average

            Appearance: High

            Initiative: Low

Player #2: This player usually arrives early or on time, but misses games every month or so to attend various social events. She pays attention during the entire game, speaks in-character with a distinctly different voice than her “normal” voice, and will get up and cross the room to continue an IC conversation if the Storyteller takes focus off of her for a moment. She does take notes and remembers what happens from game to game, but has little in the way of long-term goals for her character. When faced  with a challenge, she agonizes over two courses of action, wondering “Would my character do A or B? Argh, I don’t know!”

            Cleverness: Low-Average

            Consciousness: High

            Appearance: Average

            Initiative: Low

Player #3: Arrives on time or early, but typically stinks of cigarette smoke. Takes decent notes and comes up with plans to thwart his characters enemies, and explains them cohesively to the other players and to the NPCs. Often pulls the Storyteller aside for private chats and keeps tabs on the other characters and important NPCs. Considers all information presented and wonders where the game is going; thinks about the big picture. Receives telephone calls from his spouse at nearly every game, most of which are benign but some of which interrupt combat or intense scenes and at times require him to leave early.

            Cleverness: High

            Consciousness: Average

            Appearance: Low-Average

            Initiative: High

Player #4: Relatively new to gaming, but pays attention to the Storyteller’s explanations and asks questions about anything she doesn’t understand. Shows enthusiasm and keeps in contact with the Storyteller; expresses interest in trying new games. Arrives on time for chargen and gaming sessions. Characters don’t tend to have much in the way of overreaching goals and she lets herself get drowned out by players who are quicker to act or react. Shows capacity for good deductive thought but lets the unfamiliarity of the games slow her down.

            Cleverness: Average or High-Average (time will tell)

            Consciousness: High-Average

            Appearance: High

            Initiative: Low

Player #5: Consistently makes up new rules and systems for the games, but leaves them half-finished or in constant revision. Creates characters to whatever specifications the Storyteller sets and always manages to generate an interesting, original character. Stays in character well and adjusts his character’s actions to accommodate newer or shy players. Rarely shows up on time and has a habit of canceling or waffling until the last minute.

            Cleverness: High

            Consciousness: High

            Appearance: Low

            Initiative: High-Average

            As you can probably guess, any given gamer is capable of being a Beautiful Player, given time, guidance, and the right circumstances. The “example” players above fit any number of players I’ve had the privilege of knowing over the years, and of course a player’s comparative “stats” can vary greatly from game to game. Also, some stats are more important in some games that in others (you can be as Clever as you like in Paranoia, but you aren’t getting any breaks!). 

            The overriding theme here, as you may have noticed, is for players to be aware of the game and the group around them.  The best moments in gaming, as any “vet” will tell you, are when the group functions well together, and the players leave feeling they all accomplished something. It’s at moments like that when you have not a group of Beautiful Players, but a Beautiful Group of Players.

© 2000 Matthew McFarland. No reproduction is allowed without the author’s express permission.

 

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