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What Critical Role teaches us about being Dungeons and Dragons players

mins

What exactly is a good player?

In my very humble opinion, a good player is at the table for only two reasons. Too have fun and play with their friends. This answer is very vague on purpose because every game is different and group of players is different. Some players take their game nights very seriously while others just want attention and other players just want to see how much they can get away with. All of this is fine if it fits in with the group dynamics and the culture in that specific game.

So what makes a good player? Someone who can work well with their group to increase the amount of fun for everyone at the table. The whole point of playing in a group is to enjoy being together and creating something fun that you wouldn't be able to create by yourself. 

The World is your Classroom

Critical role is a you tube show where a bunch of professionals play some Dungeons and Dragons. Here is a link to Season 2. Because its better. https://youtu.be/byva0hOj8CU


If you are here you probably already know what all this is. so I'll get on with it!

Watching others play role playing games such as Critical Role or Adventure Zone can help you learn how to be a better role player and actor. We always want to learn from the best! Here are some excellent takeaways that I got from the players of Critical Role.

Good palyers are attentive and prepared

During a battle, the players are always ready for their turns and they know what they want to do. Making a choice on their turn is always better than stalling. You'll never see the CR cast wasting time by not making a decision. If they don't know what to do, they ask for help, in character, and the group role plays to get to a solution.

Act like you are reading from a script. Your character is not in every scene and they shouldn't be, in order to make a good story. Your character is not talking in every conversation. Good players know that some scenes are not all about them, other players need their own screen time too. Caleb doesn't interrupt when Fjord and Beau are having a conversation, unless it adds to the interaction.

Wait for your turn before your characters speaks. Wait until a scene is over before you try to start a new one or try to change the subject. Wait for a conversation to be over before starting a new one.

Good players Don't interrupt

The players in Critical Role never interrupt the DM. They always wait for Matt Mercer to finish his story or describe what is going on before they do any talking. They show the ultimate respect for their DM and other players.

The players never argue with the DM, whatever he says goes. The only thing that arguing accomplishes is wasting your play time.

Don't be the player who is always interrupting. The players need to hear the DM so they know what is going on. You should be listening too. A good DM will give you a chance to role play or make decisions, you'll just have to wait for it. It's okay to ask questions and offer suggestions. But never interrupt the DM or the players who are trying to role play. Role playing is a collaborative experience, and it only works when you let other people have a turn to talk. 

Another player interrupting or trying to change the subject will always destroy the flow of a conversation and therefore the flow of the game. Wait for the scene to play out before you take your turn. You will never see players on Critical Role  interrupting or trying to take up all the attention.

An intersting story can only develop when a scene comes to its conclusion.
Allow yourself as a player to sit back and watch the game unfold. Take your time with the game and let the story develop naturally, one scene at a time.

 Don't try to advance a scene until the previous one is over. This is especially important for DM's who ignore or dismiss a player trying to role play. Matt Mercer never interrupts his players when they are role playing. Matt is usually in character as an NPC, role playing along with them.

When the other players are done talking, that is your cue to either react and say something in character. Do not interrupt or change the subject until that story beat or plot point is concluded.

The Role-play Is Only as Good as it's players

The players rarely bring up side conversations, and if it happens, they are still very quiet and focused on the story. There is no talk that is completely out of game. Save it for the commercial break. If a pop culture reference is mentioned, they still keep it within the confines of the story. The players never go off on tangents and talk about a subject that isn't part of the game. Good players stay focused because they know that the show must go on.

Everyone in Critical Role acts like respectful adults who go with the flow of the game and they are mature enough to listen and wait patiently for their turns. When Nott and Jester are playing cards, the other 5 players listen patiently and let the scene play out to it's conclusion. Only one conversation should be happening at a time, no matter who is talking.

Role play doesn't work unless at least two characters are involved and interacting with each other. The cast is constantly reacting and asking questions in character to keep the energy and role play alive. If you want more role play in your group, you need to react in character to whatever is going on. When you react to another player, who is role playing, it gets you into the scene and lets the other characters role play with you.

If a character says something and no one else reacts or get involved, then the role play dies.  Role won't ever happen if other players are dismissive or don't engage in the conversation. A lot of lines that are spoken in character fall flat simply because other players never respond to them. 

The cast of critical role are always engaged and always ready to react. Their performances are fun and entertaining because of how much energy they put into staying in the action and paying attention.

The CR Players are confident in their characters, choices and actions. They think before they speak. Having confidence means knowing you can handle whatever comes up. A good player learns and grows along with their character throughout the course of the game.

Support your game to make endure

Why does critical role work so well? Why do they have a game full of energy and continues to work for multiple seasons?
Aside from them being professional actors, they do whatever they can to support the game and the story.

Critical Role avoids all the pitfalls of game ending behaviors. There isn't a player who is constantly trying to get all the attention. They always share the scenes with other players. There is no interruptive player who messes things up for other players. They are all great listeners and they know how to react and engage in the story without upstaging others.

The PC's are always supporting each other to keep the story moving forward. Make sure your character is supporting the other characters with their goals or plans. The more effort you put into the characters friendship, the more you will get out of it. You won't get a Beau and Jester without that conscious effort. Your characters are always playing and fighting together they should become friends pretty quickly.

 If you want your game to last 6 seasons and a movie, then give the DM and PC's all of your attention and support.

The DM is a great listener too, he doesn't rush a scene forward, he takes the time to listen to his players role play.

 But the most important reason that this show has gone on so long is that everyone continually supports each other. The players take the time to make sure their characters genuinely care for and support the other characters during the game. Supporting other characters goals and plans,  creates a lasting bond you will never see in other games.

You will never see a lone wolf edge lord character who is only out for himself in Critical Role. Because it is a group game. A game where supportive characters make a better story. The loner has no place in a group game and Critical Role knows it.

Show kindness and Respect

If you want a good story and you want to put on a good show, remember to always be attentive, always be ready for your turn. Do not interrupt or try to change focus when a scene is already in play. Do not hog the spotlight. Be active in the story by reacting and engaging, in character,  with what is going on. Go with the flow.

Be supportive of all the players and make an effort to include them all. This applies to players and game masters alike. If you aren't including others,  no one will want to play with you.

And most importantly be a good listener. The best way to get support from other players is to support them first. Listen to other ideas and work with each other. The player who listens is the player that will be included.

How to stop murder hobos from destroying your D&D game.

mins

Establish game rules and behavior first

 A players behavior at the table is based on expectations and rules that need to be agreed upon before the game even starts. I am a huge advocate of stopping people from acting rude or disrespectful.


If you know that your players wanted to be murder hobos in the first place, then you should have a game style that reflects their play style. However something can always become an issue no matter what rules and expectations you establish.


During session zero, everyone in the game needs to agree on what the play style is and how evil the party wants to be. Alignments should be followed according to character. If a player wants to be evil in a party full of good people, the players need to have a really good reason for it. Good characters won't travel with known criminals or evil people. And that needs to be role played.

Give your attention to other players

If another player is always interrupting or trying to hog all of the attention your other players will never get their turn. This selfish player is probably trying to do everything without giving other players a chance. This is easy to control by simply giving the attention to another player. Interrupt the rude player if you have to.


"We know what you are about to do, now lets take turns and see what our paladin would like to do." As the DM you need to take your attention away from that player.

Players can help too

Your character can interrupt the selfish player too. The DM will probably appreciate your help.
Talk in character, "If you attack the king, you won't be my traveling companion anymore. Your actions prove to be  unbecoming and insulting. You will get no further support from me. If I (my characters) can't trust you, I can't help you." Hopefully the offending player will understand that he needs to act according to the rest of the group.

You can also say something like this
 "In order to finish our quest, we need everyone working together for the common cause. If you want to kill kings and burn down taverns, you should look for another group to travel with."
Hopefully the player will get the obvious hint.

A player can also help intervene on behalf of the story. When a bad player makes the bad decision to kill an NPC. Your character can and should hold them back. In a one shot game it isn't as important. But an ongoing campaign will most likely have dire consequences. Stay in the way of the bad player until the DM can intervene and stop the conflict.

Stop the murder hobo in Their tracks

The dungeon master has all the power to allow  anything in the story to progress. This means that if there is an interruptive or rude player, they don't get to do anything until the DM says so.

Stop a rude boy in their tracks. This trick also works to stop players from destroying your game.

Rude Boy: "I slap the bartender in the face, then I light the tavern on fire, then I kill the closest guard next to me."

Dungeon Master: (taking the wind out of rude boys sails.) "Before you get close to the bartender, I want to know what everyone else is doing. Lets take turns and go around the table."

Take turns and let all the other players go first. Usually that can de-escalate a game destroying rude boy. Since the narrative was changed by another player, the rude boy should be focused on something else beside killing. If it gets back to his turn and he still wants to be destructive, let him give it a try. Since we already know that the rude boy wants to attack the bartender first, we can have a little time to prepare while the other players are going.

The key word here is 'Before'. Don't let a rude boy get away with even getting close to what they want to do. Don't even acknowledge what rude boy is saying.  The word 'before' can be used in any situation to take control of the action and slow down a player.

"Before you get to the bartender, roll a dexterity save, (make the DC impossible to beat) you have been hit in the leg with an arrow, you will now be moving at half speed." or something like this.

"Before you move to attack the bartender, you realize that the bar is full of royal guards and other witnesses who probably want to enjoy their dinner."

"Before you attack the king, the two guards closest to you grab the crossbow out of your hands. "

Enlist the players for help

This is another diversion tactic, but a little more involved. Talk to the other players. "You see your rude companion about to attack the bartender, what are you going to do." Say this to every player before their turn. Let all the other players go first and hopefully they will help stop or otherwise slow down the attacking player.

Dealing with a party of murderers

If your whole party is a group of murder hobos, it might be hard to ask for help from other players.  So get more NPCs involved. Bring in guides or advisors who can speak for you as the DM. Warn the players of the consequences.

"I really don't think you would want the entire kingdoms army on your tail, if you do try to kill the king." 

"If you allow this fire to burn down the entire forest, it will be your heads that the wrath of the gods come down upon!" Let your party of hobos reap what they sow.

If the party wants to act like villains, every NPC in your world will treat them like villains.

Bring alignments into play and make the players suffer every time they don't act accordingly. Make them ask their gods for forgivenss in order to get their magic back. Have the thieves guild set up rules of conduct or the players won't get to be a member.  Rouges might steal, but do they draw the line at murder?

Players need to deal with consequenses

If the player still insists after a warning. Say this. "You hit the bartender in the face and suddenly you feel the point of a sword in your back. One of the guards has hit you for 900 damage. (Don't even roll for attack or damage at this point. Do enough damage to teach a lesson.)You are now unconscious and are currently being dragged toward the prisons. Now what do the other players want to do?"

Consequences are only limited by your imagination.

Players killed a bartender or burnt down a town? Now there is a price on their heads. High level NPCs will always be hunting them down. Rogue NPCs will turn them in for a reward at any moment.

The PCs are never the strongest people in your world. If they just keep surviving, throw something stronger at them. Make them learn their lessons the hard way. There is always a bigger fish. There will always be something or someone stronger than your PCs. Bring the gods down if you have to. Have celestials and archons hunt the players down. You have my permission to make your murder hobos life a living hell.

Even more consequenses

The murder hobos faces are plastered on wanted posters everywhere. Every NPC knows what the players look like. Guards won't let your party into town. Shopkeepers and taverns refuse to serve the criminal party. "You burnt down my grannys hometown! There's no way I will let you into our city!"

If the party has a reputation for evil, cultists, murderers, and other criminals might want to join forces with the party. "We know you killed the royal guards in the city, maybe you can help us destroy them all! Take down their peacekeeping ways!" or, "Clearly you don't have any qualms about preserving life, so maybe you can help us summon our great god of death"

At this point the players should be questioning their morality, if not, the campaign just turned into a villains story. An evil party. All the good guys will be constantly hunting them down.

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