How to be a Good D&D Player
Lately, I have been the DM in most of the 5e D&D gaming I am doing, but for the longest time, I was mostly a player. Having been on both sides of the screen, I thought I’d share with you all the things DMs want to see in their players and what other players want to see in their parties. I might as well do it in a list (in no particular order).
Create a Character You Want to Play
In a campaign, you are going to be with a character for a long time, so make sure it is a character you want to play. Don’t feel pressured to play a certain race or class based on the party’s need. There are exceptions to this which have more to do with the campaign setting. If the campaign setting has no elves and is low magic, then don’t insist that your high elf wizard is the only character you can possibly play. Find something interesting that you want to play that fits into the campaign setting.
Create a Backstory with Holes
Have loose ends in your backstory that the DM can use to tie your character to the campaign. I had a player that wanted to play a dryad that had lost her tree, but she had no idea about how it happened or why her character was still alive. At first, I had no idea what to do with this thread, but by the time the party had reached 3rd level, I had a storyline that tied the character into the larger story of the campaign.
Also, create a backstory that is in line with your character’s level and abilities. Your 1st-level wizard did not hold the pass against the horde’s armies by himself to save the kingdom, but he could have captured a local criminal using his cunning and cantrips. Who knows, maybe that local criminal has some ties that might show up later in the campaign.
Invest in the Campaign
Create a character that makes sense in the campaign that is going to be played. Don’t create a city slicker for a campaign that will be spent in the wilds unless you want to be a fish-out-of-water (which is fun but do realize you will be useless in many situations). Back in the day, I had a DM that loved the Plane Scape setting, so I went and bought the Planewalker’s Handbook and read it. I could then understand the setting and make informed decisions.
Have a Vision for Your Character
Pick a sub-class, spells, and feats that match the character you have created. An obvious city-dweller is not going to suddenly become a great scout. Each time you move up in levels should be the next step in a consistent story that is only changed based on the character’s experiences in the campaign/adventure.
Pay Attention
It may not be your turn, but be aware of what is happening. The battlemap changes constantly throughout the turn and you need to adapt your tactics to match. Plus, no one wants to sit around for five minutes while you decide what your character will do. You also need to listen to what the DM is saying because there might be clues to the mystery you are trying to solve in the description that is being given. Also, listen to your fellow players, they have good ideas sometimes.
Understand the Mechanics of Your Character
As the DM, I have enough to do without micromanaging your character in the middle of combat. Learn what your character is capable of so that you can be an effective member of the party. Know your skills and abilities so that you don’t miss the opportunity to roll with advantage while you move with stealth in a forest environment.
Keep Player vs. Player to a Minimum
D&D is a cooperative game and not a competitive one. There are enough traps, monsters, random encounters, mini-bosses, and big bosses for you to fight that fighting the other characters is ridiculous. Tension between players is fine and can add to the story. I played a half-drow that was mistrusted by the party’s paladin throughout most of the campaign they were in together. The story arc of the two finally getting along really added to the campaign, but they never came to blows (the DM had smartly placed an NPC that defused the situation when the two first met). If all you want to do is fight the other characters, then maybe you should ask your DM to run a battle royale to get it out of your system or try wargaming instead.
It is Not DM vs. Players
I know it looks like the players are against the DM. The DM is running all the monsters, is deciding when ability checks are being made, is talking for the NPCs, and is on the other side of the screen, but it is not you against them. This is a cooperative game where the story is being told by everyone that is sitting at the table and is given a bit of chance by the roll of a die. Granted, a bad DM will make it a competition but a good DM will be working with the party to tell the story of the adventure.
Follow the Hooks
I’m not saying be railroaded through a campaign, but your DM has spent hours putting together an adventure, and ignoring the hooks is annoying. I have had to build out multiple adventures for certain groups because they willfully ignored the clues and hooks that I had set out for them.
I believe some of this problem is based on the previous point, which is the players believe that it is DM vs. Player and they want to try to get a leg up on the DM. If the players can get the DM off balance then they have struck a blow and added a mark into their win column. What they have really done is created a situation where the DM has to ad-lib more and not concentrate on telling the larger story. Getting off track is fun every once in a while, but if it happens every time then all it is frustrating. Why bother preparing anything if the players are not interested in the story of the campaign. This might be a problem where the campaign is not interesting to you as a player, then it might be time to talk to your DM or to find a new group to play with.
It is Not Always About You
Not every encounter needs to be won by you. You may have gotten the killing strike on the big bad guy, but it would not have happened if the fighter in the party had not been whittling him down round after round while you were trapped in the entangle spell. This is a group effort and you are not the hero of some epic tale with a couple of minor support characters along for the ride.
Let the DM know what you want
I’m not saying that you go to the DM and say, “I want a +5 Flaming Vorpal Sword for my 1st level fighter.” I mean letting the DM know that you would love to fight a dragon or that a magic item that allows your character to fly would be really cool for your character design. The DM can’t read minds and the worst thing that could happen is the DM says no (or gives you a cursed +5 Flaming Vorpal Sword).
Think Outside the Box
Figure out ways to use your spells and abilities in interesting ways. Instead of firing your magic missiles at the pirates, shoot at the hull of their rowboat to sink it. Not all problems are solved with combat and it might be fun to try persuading the kobolds to work with you to find the goblins’ hideout instead of slaughtering them.
Teamwork
Use the strengths of your party. Plan the fight before you all go rushing into the enemy’s encampment. The wizard can’t throw a fireball at the enemy if the fighter has already rushed into the middle of them.
You Don’t Always Have to be a Murder Hobo
Not every encounter is best resolved with combat. Sometimes talking to those that you meet will be more helpful than shoving a knife into their back.
Do Not Jump the Description
The DM has just drawn the next room on the battlemap and before they get back to their seat don’t start asking questions. Wait for them to explain the situation or read the description of the room.
Have Fun
D&D is a game and is meant to be fun. If the game is not fun for you, then figure out what needs to change. It might mean a change in character or possibly joining a different group. Also, D&D should be fun for the whole group and not just a select one or few.
Those are the top ones I’ve come up with after years of playing. Feel free to add to the list in the comments below.