Expectations of Players

How to Play D&D

Dungeons and Dragons (D&D/DnD) is a Table Top Roleplaying Game (TTRPG). The general gameplay loop of the game is as follows;  
  1. The Dungeon Master/Game Master (DM/GM) presents a situation and describes the setting to the best of their ability. For example, the GM describes a tavern and then describes circumstances indicating that a tavern brawl is about to begin.
  2. The players then describe what their player characters (PCs) would like to do, using natural language. For example, a player may say "I try to calm everyone down with a rousing song."
  3. The GM then decides if the action has the potential of failure and if so how to simulate that chance of failure. This is done through a combination of rules and a 20-sided dice (d20) that simulates chance. In the above example, the GM may ask the player to roll a Performance (Charisma) skill check. The GM sets a Difficulty Class (DC) or number that must be met to succeed on the action. This means the player will roll a d20 add their Performance (Charisma) bonus. If the result equals or exceeds the DC set by the GM the player is successful, if it is less than, the player fails in their attempt. For the above example, we will say the DC is 15 and the player unfortunately rolled a 14. The GM communicates the outcome to the players and the consequences. In this case the brawl breaks out.
  4. The players then use this new information and begin the process again.
  Streamlined the conversation would look like this;
  1. GM: "You are enjoying drinks at a local tavern. You begin to noticed raise voices at the bar and see two groups of men shoving each other back and forth. What do you do?"
  2. Player: "I stand up and begin playing my lute, hoping a song calms everyone down and distracts the men from their argument."
  3. GM: Ok, roll a performance check.
  4. Player: Rolls, "I rolled an 8 plus my 6 bonus in performance, so 14."
  5. GM: "Unfortunately the men seem intent on fighting and the first punch is thrown. What do you do?"
And the loop repeats. When distilled to its simplest form, D&D is a game about communication, so long as everyone at the table is effectively communicating with one another, the game will run smoothly.   In order for this to occur everyone at the table must observe some rules and edicit.
  1. Everyone at the table must respect everyone else at the table. This means not talking over others, not insulting others or belittling their choices, and not taking actions in or out of game that intentionally make the game less enjoyable for others at the table.
  2. Everyone at the table is responsible for their own fun. If you are not enjoying the game, or some aspect of the game it is your responsibility to do what you can to address that. This may mean speaking with the other folks at the table outside the game. It may mean changing how you react to outcomes. Or it may mean that you make the decision that the game is not for you, which is perfectly ok. But if you are not having a good time, you are the person in the best position to address that.
  3. Everyone at the table is responsible for everyone else's fun. When you are making decisions inside and outside the game, you should always be cognizant of the other people at the table. D&D is a cooperative game first and foremost and is not a solo adventure or story prompt. If you know your actions are making the game less enjoyable for other people at the table, you should reconsider your actions or at least talk to the other people at the table.
  4. Everyone at the table is responsible for the game. It is not the GM's sole responsibility to make the game happen. The players are as responsible for the game. This means taking on scheduling responsibilities, understanding base mechanics of the game, understanding how their character works, and remaining engaged throughout a session. The players have the most control over the pace of the game and when players are unprepared to play, D&D feels like squeezing 30 minutes of fun into 4 hours. When everyone is engaged and ready the game runs smoothly, and a single session can feel like the epic adventure it is meant to be.
  5. Everyone should respect the setting and the people within. This means treating the world, Non-Player Characters (NPCs) and PCs as if they are real. It is important to act in good faith and not turn the world or game into a joke. Many people have spent time and money bringing the game and world to life, please do not use it exclusively as a punchline or playground.
  With all the above said, below are some behaviors that are discouraged at the table;
  • Talking over others.
  • Belittling other players in or outside of game.
  • Making pejorative comments.
  • Making comments that make others uncomfortable including comments that are sexual in nature, describe graphic scenes, or otherwise disturb other people.
  • Being unengaged including looking at your phone, playing other games during the session, watching tv, being unprepared for a turn in combat, or consistently not listening to other people at the table.
  • Throwing tantrums or becoming sullen due to an adverse ruling, consequence, or bad dice rolls.
The above list is not exhaustive, and each of the behaviors detailed are not equally detrimental to the table, but each can make the game significantly worse when done by people at the table.   Some behaviors that are encouraged are as follows;
  • Actively listening to other people at the table.
  • Speaking to other players or the GM outside of the game to resolve concerns.
  • Being prepared to play and to take turns in combat to ensure a good game pace. This includes planning your turn while other people are taking their turns and understanding what your character can and cannot do.
  • Looking for opportunities to elevate others at the table and spotlight others. This could include cheering when someone is successful, asking another player about their character, or setting up other characters to do something interesting.
  • Rolling with punches and using every outcome, good or bad, to create fun and interesting situations for yourself and others at the table.
As with negative behaviors this list is not exhaustive but if everyone at the table can do something from the list above, the game will likely run more smoothly and be more enjoyable.   Finally, remember that you and the other folks at the table are not the characters they are playing. The characters in the game, including NPCs, PCs, and monsters, are controlled by the people at the table but are seperate and apart. If you are playing a character that you cannot seperate from yourself, you are setting yourself up for disappointment. Because bad things will happen to PCs. They will be injured, they will fail, they will be criticized, they will be robbed or cheated, they will get sick or cursed, and some will die. The great thing is you will always have a chance to endure, excel, and overcome the obstacles posed by the game. If a PC dies, well make another, and get back to having fin with friends.