Tips for Players

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TIPS FOR PLAYERS

 


Beginning players would do well to profit from some basic advice before beginning their D&D careers, and with that in mind, the following points are offered for consideration:


 



  1. Be an organized player. Keep accurate records on your character (experience, abilities, items possessed, etc.) for your own purposes and to aid the Dungeon Master.

  2. Always keep in mind that the Dungeon Master is the moderator of the game, and as such, deserves the continued cooperation, consideration and respect of all the players. If you disagree with him or, her, present your viewpoint with deference to the DM’s position as game judge, but be prepared to accept his or her decision as final-after all, keep in mind that you may not know all aspects of the overall game situation, and in that case, not everything will always go your way!

  3. Cooperate with your fellow players and work together when adventuring. Remember that on any foray into this dungeon or wilderness, a mix of character classes will be beneficial since the special abilities of the various characters will complement each other and add to the Overall effectiveness of the party.

  4. Be neither too hasty nor too sluggish when adventuring. If you are too fast in your exploration, you may recklessly endanger yourself and your fellow adventurers and fall prone to every trick and trap you encounter. If you are too slow, you will waste valuable time and may be waylaid by more than your share of wandering monsters without accomplishing anything. As you gain playing experience you will learn the proper pace, but rely on your DM for guidance.

  5. Avoid arguing. While disagreements about a course of action will certainly arise from time to time, players should quickly discuss their options and reach a consensus in order to proceed. Bickering in the dungeon will only create noise which may well attract wandering monsters. Above all, remember that this is just a game and a little consideration will go far toward avoiding any hard feelings.

  6. Be on your guard. Don’t be overly cautious, but be advised that some non-player characters may try to hoodwink you, players may doublecross you, and while adventuring, tricks and traps await the unwary. Of course, you won’t avoid every such pitfall [dealing with the uncertainties is part of the fun and challenge of the game), but don‘t be surprised if everything is not always as it seems.

  7. Treat any retainers or NPCs fairly. If you reward them generously and do not expose them to great risks of life and limb that your own character would not face, then you can expect. a continuing loyalty [although there may be exceptions, of course).

  8. Know your limits. Your party may not be a match for every monster you encounter, and occasionally it pays to know when and how to run away from danger. Likewise, a dungeon adventure may have to be cut short if your party suffers great adversity and/or depleted strength. Many times it will take more than one adventure to accomplish certain goals, and it will thus be necessary to come back out of a dungeon to heal wounds, restore magical abilities and spells, and reinforce a party’s strength.

  9. Use your head. Many of the characters’ goals in the game can be accomplished through the strength of arms or magic. Others, however, demand common sense and shrewd judgment as well as logical deduction. The most successful players are those who can effectively use both aspects of the game to advantage.

  10. The fun of a D&D game comes in playing your character’s role. Take on your character’s persona and immerse yourself in the game setting, enjoying the fantasy element and the interaction with your fellow players and the Dungeon Master.


 


Enjoy yourself, and good luck!


 


Source: B1 In Search of the Unknown by Mike Carr

The Citadel Megadungeon: http://yellowdingosappendix.blogspot.com.au/2012/08/the-citadel-mega-dungeon-now-with-room.html
11. Never -- under ANY circumstances -- pick up a duck in the dungeon.

Seriously though, nice job. Nice basis of what I think are all the key concepts.

Your friendly neighborhood Revenant Minotaur Half-Blooded Dragonborn Fighter Hybrid Barbarian Multiclassing into Warlord

IMAGE(http://pwp.wizards.com/1223957875/Scorecards/Landscape.png)

12. Intimidate is not the torture skill. dungeonsmaster.com/2012/05/intimidate-is...

You'd think this wasn't a major issue, but it comes up so much (even at encounters).
I refute number 11. If you can save the duck that is trapped or injured or seperated from its family. Always do so they may help you out later when you are in a bind.

But then I find when I DM that most players assume the worst in any given senario.