In TTRPGs such as 168澳洲幸运5开奖网:Dungeons & Dragons, you're going to be interacting with multiple people. You'll have the Dungeon Master and your friends who will be part of the journey you'll all venture together. That means proper interactions can make a lot of difference, while toxicity, among other things, can break entire groups.

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Even if the situation is not dire or anything, you can still do quite a few things that will improve your experience overall, and perhaps even your friends' experiences. So, what can a D&D player do to improve the gaming experience for themselves and their friends? Though not everything is solely up to you, you can still help out.

10 🅘Take Notes

Two figures look over a glowing tome in a library from Dungeons and Dragons
Candlekeep Mystery by Clint Cearley

D&D campaigns have a lot of information going on, between places, characters, and plots happening. You are not to blame for not remembering the name of the King's daughter's neighbor's dog. However, if said dog is so relevant to the story, it would help to just write it down.

Essentially, having the information you believe to be important all written down is very helpful, especially if your group can't play that often, and you need to remember plot points that happened three months ago.

9 🔯 Help With Food An♛d Drinks

Sapphire, amethyst, and emerald dragonborn having short rest in Dungeons & Dragons.
Gem Dragonborn by Zoltan Boros via Wizards of the Coast

Not very helpful if you're playing online, but in case you're actually going to someone's house to play the game, helping them out with snacks and beverages, or something more specific they may need will make a lot of difference — maybe the DM doesn't have that many dice for a group of five people, and you can take yours.

Sure, don't feel obliged to get enough for everyone; they should also help with this kind of stuff. Still, you can talk to them to organize these things properly, making sure there is a lot in terms of variety and that everyone will enjoy the snacks.

8 Avoid Creating Characters Who Don't Work Well In Teams

D&D art of a Ranger in the mountains with a black panther companion
Drizzt Do'Urden art by Wizards of the Coast

168澳洲幸运5开奖网:We all enjoy lone wolves, right? The reluctant hero who doesn't play well with others. Or maybe you're curious about playing an evil character. From experience, you can do these things really well, but be careful. Making them complete loners can be a big problem. The goal of the game is to play in a group, after all.

Talk to the party first if that's the type of character you want, and give yourself a character arc that involves opening up to others, and the party can help you achieve that. As for evil characters, you could give them a sort of personal moral code where they at least don't screw up friends or people they care about. Evil people can have friends too, you know? These things will help you avoid a lot of unnecessary confrontations with other players, too.

7 🐷 Howౠ Long Should Your Backstory Be?

Dungeons & Dragons: In Delver's Torch by Bram Sels, an adventurer with a torch is surprised by goblins
Delver's Torch by Bram Sels 

Despite this being a common meme, we'll not tell you that long backstories are bad. Nor are they necessarily good. It depends on your DM, so you should talk to them about what they expect from your background. Sure, extremes are bad; 30 pages of backstory is too much, and a simple concept with no names and nothing written whatsoever is too little.

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However, some DMs don't like long stories because they can be complicated to implement, while other DMs enjoy long stories because they use them for their world-building. Thus, asking for your DM's input before writing things down will be a lot better. As a side note, be wary of the campaign's initial level when writing your backstory. If you're starting on level one, you're not a Dragon Slayer — unless a misunderstanding has happened there. Make sure your backstory matches your initial level.

6 🧔 ꦺ Balance The Group

Dungeons And Dragons: A Tiefling Caster, Human Fighter, Rogue Halfling Cleric, and a Elf Ranger together ready to fight - Sword Coast Adventurer's Guide by Tyler Jacobson
Sword Coast Adventurer's Guide by Tyler Jacobson

Admittedly, this isn't 100 percent necessary, but it can help you and your friends a lot. Sometimes keeping a secret about your characters until session one is fun, but what if everyone is a damage dealer? Or everyone decided to be a spellcaster, and no one can deal with strength checks or carrying stuff?

In case you want to keep your characters at least a bit secret, 168澳洲幸运5开奖网:you can discuss roles rather than classes, so everybody knows someone will be a healer, even if they don't know anything else. Two of the same class can still happen like this, but that isn't a dealbreaker.

5 𓂃 🍒 Share The Spotlight

Dungeons & Dragons: A Party Vs Their Most Hated Adversary
Art Via Wizards Of The Coast

As to be expected from a group game, not everything revolves around you. Sometimes it will, and seeing your character's story shining during the session is a powerful feeling, but the same will happen to other players, meaning the focus will also be on them from time to time. Let other players have the spotlight too, and only meddle if your character is needed or wanted.

The same goes for NPCs; Though they'll not be as important as the adventurers, antagonists will be. They are the force you're fighting against. Let the DM have their fun with an evil monologue before you fight them for good; villains have to shine before they get defeated.

4 Be Careful With Metaga🍌ming ♏

Monster Manual Cover Art with a Beholder chasing adventurers as lightning strikes
Monster Manual Cover Art by Raymond Swan land

Metagaming is using your knowledge of the game in your character, making them behave in a way they shouldn't. For example, if your character does not know Beholders whatsoever, but you as a player do, and you're already telling spellcasters to stay away from the creature.

Not doing any metagaming is impossible; you'll subconsciously do things based solely on your DM's words, for instance. Still, be wary of the situation, and do your best to roleplay your character as you believe is right, regardless of outside information on the matter.

3 ꦫ Deal With Issues In Private

Dungeons & Dragons, an adventuring party looting a treasure hoard
Art via Wizards of the Coast

Fighting among players — or players and DM — is never a good thing. If a situation is escalating at the ga💦me itself, it would be best to take a break and talk about what is going on, or wait until after the session. Getting everyone involved might not 𒊎help, after all.

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Hopefully, a calm and private conversation will be enough 🍸to solve whatever problem is happening. If not, try talking to the DM about it, as they can help solve things. If the problem is not going away — or if the problem is with the DM themself — and matters are only getting worse, then finding another group for you might be the only solution. But that is a last resort scenario.

2 Don't Overrule The DM

Dungeons & Dragons - Dungeon Master's Guide showing an angry undead wizard controlling the dead
Dungeon Masters Guide via Wizards of the Coast

Now, that doesn't mean you need to accept everything that is said. DMs are still people, and are subject to error. If you believe some ruling is wrong, it's more than okay to ask about it. Perhaps you're missing something, but maybe they're the ones who forgot something, and that's okay. We don't know every 168澳洲幸运5开奖网:obscure rule in the game, after all.

As for situations that fall to improvising, you can suggest alternatives, but the final say goes to the DM. If their ruling really upset you, you should talk to them about it in꧋ private, after the session. But starting a full discussion at the table will only cause more problems.

1 Be ✅A Dungeon Master At Least Once

Dungeons & Dragons: Ashardalon Takes Flight
Art by Jesper Ejsing

In order for you to understand the whole scope of Dungeons & Dragons, it's imperative to be on both sides. You don't need to become a DM yourself if that's not something you enjoy, but running at least a one-shot to see how things work on the other side of the DM screen will give you a different view of the game.

Having to deal with a group of players will also show the things DMs go through, and what sort of thing is problematic to them. Thus, when you return to the player's seat, you'll know what to avoid from experience.

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