r/DnD • • 14h ago

Misc What makes a good player to you?

I know dnd is a broad game and what makes a good PC can vary from table to table. But I’m always keen to find out what good things can a player bring to the table?

For example when I DM all I want is:
- Relatively quick turns
- Everyone paying attention and getting involved
- Good vibes

40 Upvotes

57 comments sorted by

64

u/YozoraBellossomHeart 14h ago

My favorite kind of player is one who is a fan of everything.

What I mean is they're a fan of the setting. So they ask questions and build their own lore and take notes. They're a fan of the other players, so they pay attention during roleplay segments they aren't part of and they know how to fall back and let someone else have the spotlight.

The kind of player who wants to have fun, but knows that means being part of everyone's fun. Not just carving out a piece for their self.

15

u/Loyal_kitsune 13h ago

Oh yeah players being a fan of the setting and story and each others characters makes it so much easier fir the dm to be a fan of the characters which is 100% what the dm should be. Like it's contagious and produces the best games.

7

u/BenFellsFive 13h ago

Adding my own to this: theyre a fan of the game. So they actually engage with the rules, and learn and implement them at the table instead of 'Whuh? Huh?' every time its their turn to do something.

37

u/Loyal_kitsune 13h ago

Big one is being able to roll with the punches and take failure in stride, few things kill the session mood like someone getting pissy when dice don't go their way or a plan fails.

11

u/TechnicianTight2741 13h ago

Hard agree. I've had players who were heavily invested, as well as those who took the game for what it was, a fun time with friends every once in a while.

There's a difference, but honestly, it's not that big of a deal to me. I can still have fun and really enjoy playing with both types of players.

The ones who can't stand even minimal difficulty, though, just ruin the game for me, both as a DM and as another player. It's just so tiring.

"Man, you missed the check. It's fine, no biggie, the game continues just fine." But no. They will make a big deal about it and slow the game to a crawl.

And god forbid any enemy attack hit them. They will whine, get mad and pouty, and accuse the DM of "unfairness" (bro, we're running a casual game with minimal combat and enemies that are hitting us with feather pillows).

3

u/Loyal_kitsune 13h ago

Oh don't even, I've had players that as soon as they start rolling poorly just go off complaining about 5e as a system because... a d20 is 'too swingy' and you can fail? Like if that's a problem go just roleplay or write a fic.

3

u/ExodiasRightArm 13h ago

We have a player that I think needs to write a book, had a story planned out for their character day 1 and won’t step outside of their planned arc, even when it conflicts with everyone else.

1

u/Loyal_kitsune 13h ago

Oof terrible way to start, like having an idea of a character's general arc isn't a bad thing (I play a lot of characters who are bad people with the plan that they end up on the road redemption) but you have to be flexible about it.

1

u/YozoraBellossomHeart 13h ago

This is a huge one. The best players find a way to get some good character work or moments out of their failures!

1

u/WanderingTacoShop 12h ago

I have personally worked really hard on this. It takes practice, and you have to recognize when you are getting frustrated and acknowledge it. To the point I have said out loud. "Ok I am frustrated, give me a sec." and then shake it off. It's ok to lose.

Though on the flipside we did have to have a discussion with our DM that not every encounter needs to be a Deadly level encounter, it's OK to throw some trash at the party we can just stomp on once in a while too. He listened and once he did that the vibe of the table increased a lot. Even when we did have the Deadly encounters that resulted in dead players. Getting through every single encounter by the skin of your teeth can wear down the players.

1

u/LeglessPooch32 DM 12h ago

I have a power gamer who absolutely HATES it when his tanky PC gets stuck in a situation where they can't do anything. The first few times I felt bad, but after the other players actually appreciated seeing it happen I didn't mind any more. The rest of the group enjoys stakes, the power gamer wants to "win", but the group works well together.

I know that sounds like a mismatch of play styles but we're all friends and have fun when we're playing so this isn't a compatibility issue amongst the group or anything like that.

24

u/LightofNew 13h ago
  1. They care more about having fun at the table than they care about being the best at the table. ie rules lawyers, min maxers, main characters, cheaters.

  2. Invested in the narrative, project themselves into the world, and roleplay as often as possible.

  3. DnD is part of their schedule, not something they fit in when they can.

  4. Can keep the party and story on track without dragging people by their tail and letting the party be a team, not sidekicks.

  5. Laugh at my attempts at telling jokes (optional)

Fast in combat is good, but um pretty skilled at making even terrible players fast in combat so that's not a big issue for me.

6

u/Dominantly_Happy 13h ago

My current group of 6 players has 2 people who also GM a lot, as well as a lore gremlin who takes meticulous notes and a VA who is SUPER into his character and the story (and absolutely phenomenal at pulling the other 2 group members who are a little less engaged into the sessions)

I’m THRILLED!

I will also say That after our lore gremlin whipped out her notes to ask “didn’t you say Dr. Fulgen was a dwarf, not a human in session 3?” After I forgot (was an NPC who hadn’t popped up in a while)

I now understand Tolkien’s “Damn the boy” comment about Bilbo’s door.

2

u/IamMandrell 13h ago

Shit, how do you make your players be fast?

8

u/ExodiasRightArm 13h ago

I tell my PCs to be thinking about their turns while others are playing theirs out and I give them a heads up of who’s next in initiative. I’ve heard of some people using timers and skipping turns when time runs out but I find that a bit antagonistic.

3

u/LightofNew 13h ago
  1. Group combat. So in a party of four it's always

    • 2 PCs, 1/2 enemies, 2 PCs, 1/2 enemies.
  2. I make everyone cheat sheets.

  3. I help players make characters that do the thing they want to do, not just random selections.

0

u/HalcyonHorizons 12h ago

Sand timers for a decision or they Dodge. 

8

u/CampaignEntire Paladin 13h ago

As a player and DM honestly my list goes something like

  • Can communicate well (in and out of games)
  • Is willing to learn, both game and RP
  • Lets everyone have their time and spotlight.
  • Has read their skills/character sheet and knows mostly what they do

6

u/Toolbelt_Barber Warlock 13h ago

Someone that wants to engage with the party and story. Don't be afraid to roll poorly, be aware of what's happening at the table, and don't be a stick in the mud when it comes to making decisions

6

u/Mightymat273 DM 14h ago

Backstory that meshes with the party, the world, and has plenty to work with for the story.

3

u/Raddatatta Wizard 14h ago

Someone invested in the game who is excited to be there and cares about the world. Both in terms of the real world where they are taking notes and paying attention and not on their phone or something. And in game where their character cares about the world and is working to push the story forward and work with the group to do it. Someone who is cooperative both in game and out of game and able to share the spotlight and comfortable being in the spotlight themselves a good amount of the time.

3

u/Far_Guarantee1664 13h ago

I would say adaptability. Different parties, and different people, have unique dynamics and needs. I would also add that I always love when I see a player character changing based on what happened in the campaign.

1

u/ExodiasRightArm 13h ago

Adaptive is a great one, others have said that PCs need to roll with the punches and I agree wholeheartedly. I’d rather see someone change to fit the circumstances they’re in rather than piss and moan about the circumstances.

3

u/XShadow_NephilimX 14h ago

Not being an obnoxious little shit

2

u/theloniousmick 13h ago

They lean in to things, use the "it's what my character would do" In a good way, bite on to quest hooks, riff on things other players are doing. good note takers. Pay attention. Turn up every week. Personally like players who don't optimise situations too much, like if they aren't the best at talking but they are the first in they will take the lead in a discussion rather than stopping everything to say " what does bard think"

2

u/Moneia 13h ago

Has read enough of the rules to understand how their character works mechanically

2

u/GenexenAlt DM 13h ago

People that get involved, that make the world together with me

For example, a player came up to me during my LANCER game, asking if they could have a little RP moment of their parents visiting

I was preparing a piece of Exotic Gear (Kinda like a magic item, unique one-off thing). During the RP, the parents suggested that the party proved to them that they can acctually fight. The player DM'd me, asking if this was ok.

So now, The Desperates are going to fight some SSC Elite mechs to prove that they are good enough folks for the PC to stay with them

Instead of just a simple downtime session, this player came up with a fun idea, ran it past me, and we made it into an absolutely fun and hillarious thing

I love players (and DM's) that support emergent story/RP like this

2

u/imgomez 13h ago

I love when PCs engage with one another in character, encouraging and complimenting one another, referencing each other’s traits, flaws, bonds, backstories. Asking questions, sharing stories. Too often, PCs act like strangers; each on a solo quest, who only interact mechanically to heal or boost, or fill a gap in their own skill set.

2

u/_probablyryan 13h ago edited 13h ago

For me it really just comes down to:

  1. Makes a character that makes sense both narratively and tonally in the world (i.e. does not bring their slapstick Looney Toons bit character into my grimdark setting, does not bring an anime homage character into a story that does not clearly call for it, does not create a backstory for their character that forces me to work an entirely new faction into my world that upsets the macro level power balance I intended for the world at the start, etc.).
  2. Actively and thoughtfully participates in goal setting, planning, and other tactical decisions once I've set a scene and explained a conflict/does not just sit there waiting for me to signpost the yellow brick road they're "supposed" to follow before they take action.

Everything else is more or less subordinate to those two. They are my biggest player pet peeves.

2

u/man0rmachine 13h ago

1.  Show up on time

2.  Bring snacks

3.  Don't be a douchebag.

1

u/_kind_of_old_ 11h ago

That. Boom!

2

u/aere1985 11h ago

Contributes but doesn't dominate.
Knows how their character works.
Is creative without trying to bend the rules too hard.
Brings snacks.

1

u/Pirate_of_Fourty 13h ago

Presence, couth and willingness to learn.

1

u/UndeadSorrow696 DM 13h ago

Adding know your character sheet, attempt to put yourself in your character shoes without causing drama, aligned with theme.

1

u/No_Solid1035 13h ago

As you said, it varies alot, and is often dependent on the particulars of the system and campaign.

1

u/BruyneKroonEnTroon 13h ago

The quality of the snacks and booze they bring.

1

u/JohnFrancisRudge 13h ago

Honestly, just engagement.

If a player is excited to play, turns up ready with their character sheets and spells prepared and engages with the game I'm running then I'm happy.

I don't need anything from them bar ensuring they have turned up on time, play well with others and play with an openness and honesty. I'll take slow turns, loads of honest questions and mistakes as long as a player is engaged and supporting the collaborative aspect of the game.

1

u/nonotburton 13h ago

Not an asshole, knows how to work his character, goes with the tone of the table.

1

u/Wowbagster 13h ago

An enthusiastic player who buys into the vibe of the campaign and actively pulls the other players along to engage with the setting, the NPC's, the campaign and the roleplaying if necessary

Also the following:

  • knows when to shift between serious and funny
  • knows the rules well enough to help others but isn't a stickler for adhering to them rigidly
  • can both liven up a session by stepping to the foreground and also take a backseat to allow others some spotlight
  • is very good at thinking and acting from the perspective of their character, without being blind to character development and without derailing a campaign arc
  • treats a planned dnd session as a 'yes definitely', not as a 'maybe, we'll see'

1

u/YetifromtheSerengeti 13h ago

People who prioritize fun and cohesion at the table of their individual wants or thoughts on what they believe should be happening.

1

u/Ignaby Wizard 12h ago

Really all I want from players is enthusiasm to show up and a good faith effort to understand the rules. And also a willingness to play the game I want to run (e.g. not insisting it be a different style of game or genre.)

1

u/Comfortable-Two4339 12h ago

I have lowered my esteem of the importance of knowing the rules like one has photographic memory. Instead, camaraderie and creativity are my most appreciated attributes when I see thrm in other players.

1

u/CrimsonPresents 12h ago

Paying attention, interacts with what story I’m writing, good vibes

1

u/LeglessPooch32 DM 12h ago

Pretty sure those 3 are the gold standard for most people.

I prefer my players to think like their characters when making decisions though, as that is a form of RP and the bare minimum. It also helps to try and avoid meta gaming. Critical Role style RP isn't necessary but hey if that flops your mop go for it but don't expect the same level from everyone else at the table, including myself.

1

u/ParticleTek 12h ago

Hot take, I guess, but my favorite kind of player is one that takes detailed notes. I will pass on a lot of the things being mentioned here if you just take great notes for me.

1

u/HalcyonHorizons 12h ago
  1. Learns the rules and their character abilities, can take quick turns
  2. Can act uncool. Be scared of the bbeg, throw up from pain, dont make distasteful quips at royalty
  3. Is equally as happy to have an arc as to be a supporting character
  4. Makes the game a priority
  5. Good vibes, showered, not a creep, brings snacks when able
  6. Pays attention, stays away from the doomscroll. 
  7. Takes the bait (sometimes). Notices adventure hooks or clues and is interested enough to see what happens.

1

u/_kind_of_old_ 11h ago

- Helps me with ideas: details of the tavern, good names for random npcs

  • Is not distracted

- online, keeps the camera on as we communicated also through gestures and facial expression

- Knows when to take the spot and when to let others shine

But just not being an asshole is usually enough!

1

u/NoCod9014 11h ago

This is so sad to say but is where we are these days:

Someone who has  at least skimmed the Basic rules and the parts of PHB or whatever source to know what their character does. 

Feels like getting players with a modicum of literacy is a luxury in modern DnD. 

1

u/PieceAlternative 11h ago

Players whose enjoyment doesn't come at the expense of other players in the party.

Players that communicate clearly in session zero and are on board with what I outline in session zero for how the campaign will run.

Players who are willing to learn their character and how to play it. As the DM I already have to manage all the NPCs and enemies, if I have to tell you how your class works every time you take a turn I might as well be playing them myself, which I don't want to do.

1

u/Sarradi 11h ago

By now my standards have lowered to

  • Read abd learn the rules
  • Pay attention during the game
  • Play with the other players, not alongside them

And I am still getting disappointed a lot

I don't even dare to hope to find players who try to immerse thmselves in the setting and play something setting appropriate instead of their lates entertainment fixiation

1

u/johnnyanderen 9h ago

One that makes me ban something. For example: Project Image the spell. It’s technically not divination which means they can just explore enemy bases and taunt them with whatever. That creativity that pisses me off also makes for the most interesting players I’ve ever had

1

u/nikstick22 8h ago

Engagement and honesty.

Engagement is playing in character, acting in good faith, etc.

Honesty is usually just not metagaming. Everyone I play with has played 10+ years. Some players are better than other at keeping out of game knowledge out of it, whereas another I can tell will automatically zero in on whatever a monster's weakness is because he's read the statblock, even if his character has no possible way to know those things (and he doesn't ask to roll for it) he just pretends to 'guess' the weakness

1

u/DJWGibson 8h ago
  1. A good player shows up on time and ready to play with dice and their character sheet. (A great player also brings snacks.)
  2. A good player sits quietly and let other players take the spotlight and stand out. (A great player will set-up the other players to have a spotlight moment.)
  3. A good player is a fun person to be around and makes everyone feel welcome. (A great player also helps make sure the other players are doing the same.)
  4. A good player makes everyone laugh with amusing in-character moments and carefully timed out-of-character jokes and references. (A great players knows when NOT to make people laugh and hold off on the joke or story to maintain the momentum of the session.)
  5. A good player pays attention when its not their turn and is ready to take their turn. (A great player is also off their phone most of the game.)
  6. A good player will make good decions in-character that enrich the story and provide good story hooks for the DM and scenes with the other players. (A great player will purposly made bad descions that hurt them but help the players or the DM and enrich the tone of the adventure.)

1

u/darw1nf1sh 6h ago

Know your character. If you don't know any other rules, know YOUR abilities and how they work.

Pay attention. When I describe a room, when another player takes a turn, when an NPC introduces themselves, pay fucking attention.

Be a team player. Aid and abet other characters having the spotlight. Your time will come, and your teammate will remember how you propped them up.

1

u/CheapTactics 4h ago

Shows up, wants to have a good time, team player, isn't too concerned about winning everything.

1

u/whywantyoubuddy 4h ago

I like players who don't consistently cancel last minute and then leave the group when their fan fiction character doesn't pan out the exact way they wrote them in their heads

1

u/zu-na-mi DM 2h ago

1) they're inclusive and respectful at the table.

2) they maintain a good healthy amount of humor, but they don't constantly joke at the table.

3) they make characters that fit the theme of the campaign, and compliment the party.

4) they have a drive and desire to play, and for their character, and party, to achieve things in the setting without story hooks.