{"id":6626,"date":"2016-09-05T12:00:57","date_gmt":"2016-09-05T17:00:57","guid":{"rendered":"http:\/\/www.d20radio.com\/main\/?p=6626"},"modified":"2016-08-30T09:21:55","modified_gmt":"2016-08-30T14:21:55","slug":"being-a-better-star-wars-player","status":"publish","type":"post","link":"https:\/\/www.d20radio.com\/main\/being-a-better-star-wars-player\/","title":{"rendered":"Being a Better Star Wars Player"},"content":{"rendered":"<p>For many years, I&#8217;ve been privileged to co-host the <a href=\"https:\/\/www.d20radio.com\/main\/podcasts\/\">Order 66 Podcast,<\/a> which has devoted itself to Star Wars roleplaying. \u00a0Almost four years ago, the podcast (which started to discuss Wizards of the Coast&#8217;s now defunct <em>Star Wars: Saga Edition<\/em> RPG) discovered the amazing game created by Fantasy Flight Games, a new publisher with a brand new Star Wars RPG: \u00a0<em>Edge of the Empire<\/em>. After many hours of playtesting, meeting the producers and developers &#8211; we became converts; lovers of this new game &#8211; and we relaunched the show to focus on it. Four years have passed, and have seen the release of nearly a score of supplement books, as well as two new core game books: <em>Age of Rebellion<\/em> &amp; <em>Force and Destiny<\/em>. \u00a0This new game changed the rules. \u00a0It taught gamemasters\u00a0who were weened on the d20 mechanic a new way to tell stories, and it taught many players a new way to roleplay in the setting set a long time ago, in a galaxy far, far away.<\/p>\n<p>In the past four years, the Order 66 Podcast has devoted thirteen episodes to helping the GMs in this system thrive with advice, tips, tricks, and lessons learned to help a GM master the game and provide the most enjoyable and exciting time for their players. But a recent heavily requested topic for the podcast was to visit the other side of the GM screen; with all the love heaped upon the GM &#8211; what about the player? What advice can three hard-boiled Star Wars Podcast hosts\u00a0utterly steeped in this system give&#8230; <em>to the player<\/em>? Well, we recently tackled that in <a href=\"http:\/\/feedproxy.google.com\/~r\/Order66\/~3\/TSlCBJF3jeg\/Order%2066%20Podcast%20Episode%2082%20-%20Ask%20Not%20What%20Your%20Group%20Can%20Do%20For%20You.mp3\">Episode 82<\/a>. The discussion was an invigorating one, and for the first time in a long time, I found myself really and truly pondering the question: what makes a good player a GREAT player &#8211; in FFG&#8217;s Star Wars system?<\/p>\n<p>This article relays a lot of the lessons expressed on the show, and will hopefully guide eager Star Wars players in this system, everywhere. \u00a0We humbly present: \u00a0the rules players should live by.<\/p>\n<p><a href=\"https:\/\/www.d20radio.com\/main\/wp-content\/uploads\/2016\/08\/Being-a-Better-Player.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-6627 \" src=\"https:\/\/www.d20radio.com\/main\/wp-content\/uploads\/2016\/08\/Being-a-Better-Player-1024x683.jpg\" alt=\"Being a Better Player\" width=\"790\" height=\"527\" srcset=\"https:\/\/www.d20radio.com\/main\/wp-content\/uploads\/2016\/08\/Being-a-Better-Player-1024x683.jpg 1024w, https:\/\/www.d20radio.com\/main\/wp-content\/uploads\/2016\/08\/Being-a-Better-Player-300x200.jpg 300w, https:\/\/www.d20radio.com\/main\/wp-content\/uploads\/2016\/08\/Being-a-Better-Player-768x512.jpg 768w, https:\/\/www.d20radio.com\/main\/wp-content\/uploads\/2016\/08\/Being-a-Better-Player.jpg 1200w\" sizes=\"auto, (max-width: 790px) 100vw, 790px\" \/><\/a><\/p>\n<blockquote><p><em><strong>Don&#8217;t adjudicate another player&#8217;s dice pool<\/strong><\/em>.<\/p><\/blockquote>\n<p>T<span style=\"font-weight: 400;\">here\u2019s a long-standing tradition among many superstitious roleplayers that \u201cyou never touch another person\u2019s dice.\u201d \u00a0But in FFGs narrative system, it\u2019s actually rare to find a player using ONLY their dice. However,\u00a0there is still a major dice faux pas you should try to avoid. \u00a0You need to: \u00a0<\/span><i><span style=\"font-weight: 400;\">Respect Other Players\u2019 Dice Adjudication<\/span><\/i><span style=\"font-weight: 400;\">. \u00a0Simply put, this means that it is typically a very bad idea to sum up another player\u2019s roll.<\/span><\/p>\n<p>For some players (especially very new players to this system), it can take a moment or two to perform your cancellations and figure out what you just rolled on those \u201ctriple axes of resolution\u201d dice. And w<span style=\"font-weight: 400;\">e\u2019ve all painfully watched as a tender new player stares at his roll for a full minute, trying to figure it out. \u00a0It&#8217;s even more painful when (as a more seasoned player) you can merely <\/span><i><span style=\"font-weight: 400;\">glance<\/span><\/i><span style=\"font-weight: 400;\"> at the dice pool and instantly calculate the results.\u00a0<\/span>There is a serious temptation to \u201cdo the work FOR the other player\u201d as he or she stares at the dice. \u00a0You want the game to move along. \u00a0You get annoyed or frustrated. \u00a0So you interrupt and say, <em>\u201cYou failed, 2 advantage, and a Despair,\u201d<\/em> then snatch up the dice.<\/p>\n<p>This is one of the most damaging things you can do to another player at the table. \u00a0You\u2019re telling that player (without <strong>telling<\/strong> them) that they don\u2019t know what they\u2019re doing. \u00a0This does NOT foster a love of this\u00a0game (or any game, for that matter) for a player; you\u2019re removing that player\u2019s agency and voice at the table. \u00a0So DON&#8217;T DO IT. \u00a0Wait. \u00a0Be patient. \u00a0ASK if a player would like help (but only if it\u2019s been a minute or so).<\/p>\n<blockquote><p><em><b>Don&#8217;t hog the Obligation or Duty spotlight.<\/b><\/em><\/p><\/blockquote>\n<p><span style=\"font-weight: 400;\">The Obligation and Duty mechanics are beloved by fans of this system for good reason; they are unique character resources that not only support amazing roleplaying opportunities and tangible, mechanical benefits for your character, but give your GM a codified mechanical way to work your character\u2019s personal stories into the game. \u00a0As such, i<\/span><span style=\"font-weight: 400;\">t\u2019s natural that players are going to <\/span><i><span style=\"font-weight: 400;\">want<\/span><\/i><span style=\"font-weight: 400;\"> to push their Obligation or Duty into the limelight; people are going to <\/span><span style=\"font-weight: 400;\">want<\/span><span style=\"font-weight: 400;\"> to buy-down <em>their<\/em> Obligation and increase <\/span><i><span style=\"font-weight: 400;\">their<\/span><\/i><span style=\"font-weight: 400;\"> Duty. \u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">But really good players will realize that Duty actually functions as a \u201cGroup\u201d mechanic. \u00a0The way it\u2019s designed&#8230;you might <\/span><i><span style=\"font-weight: 400;\">never<\/span><\/i><span style=\"font-weight: 400;\"> increase your personal duty ONCE, but because Duty\u2019s benefits are all about the Group\u2019s overall contribution rank (and not each PCs individual Duty), that\u2019s <em>okay<\/em>. \u00a0T<\/span><span style=\"font-weight: 400;\">he group\u2019s <\/span><i><span style=\"font-weight: 400;\">total<\/span><\/i><span style=\"font-weight: 400;\"> Duty just has to get to 100 for a Contribution Rank increase, so it doesn\u2019t matter whose Duty is focused on. \u00a0Really good players\u00a0<\/span>will also realize that with Obligation, the <em>entire<\/em> group suffers when any player\u2019s Obligation is high; and will want to work to bring it down.<\/p>\n<p><span style=\"font-weight: 400;\">Smart players in this system will wisely latch on to <\/span><i><span style=\"font-weight: 400;\">other<\/span><\/i><span style=\"font-weight: 400;\"> characters\u2019 Obligations and Duties, working hard to help them be bought-off or achieved, b<\/span>ecause they realize it benefits them, too. It&#8217;s also an amazing way to\u00a0endear your PC to another PC (and yourself to another player, for that matter). And amazingly, when you do this for\u00a0<em>other<\/em> players they&#8217;ll do it for you. More efficient? Improved group bonding and cohesion? Sign. Me. Up.<\/p>\n<blockquote><p><em><b>Focus on helping other player characters.<\/b><\/em><\/p><\/blockquote>\n<p><b><span style=\"font-weight: 400;\">This is very much in the same vein as our previous tip, but doesn&#8217;t focus on mechanics &#8211; it focuses on roleplaying. \u00a0A really good player in this system learns his party members&#8217; backstories, Motivations, Obligations, Duties; and (<\/span><i><span style=\"font-weight: 400;\">possibly<\/span><\/i><span style=\"font-weight: 400;\">) susses out the Emotional axes of their Morality. \u00a0Extremely wise\u00a0<\/span><\/b><span style=\"font-weight: 400;\">players might go so far as to <\/span><i><span style=\"font-weight: 400;\">make a private list<\/span><\/i><span style=\"font-weight: 400;\"> of these things, and focus on talking to and assisting other party members each session. Much as the benefits for not hogging the Obligation or Duty spotlight, it will completely endear you to the others in the party; m<\/span>eaning that they will be the first ones up to help you with YOUR problems.<\/p>\n<blockquote><p><em><b>Narrate your own dice results.<\/b><\/em><\/p><\/blockquote>\n<p><b><span style=\"font-weight: 400;\">Players who really \u201cget\u201d FFG&#8217;s Star Wars system learn how to properly narrate their own dice results, instead of letting the GM do it. \u00a0First of all, you&#8217;ve got to have a solid handle and u<\/span><\/b><span style=\"font-weight: 400;\">nderstanding on what the dice mean; the\u00a0<\/span><span style=\"font-weight: 400;\">\u201corder of operations\u201d for the dice, if you will. \u00a0They&#8217;re pretty easy to figure out.<\/span><\/p>\n<ul>\n<li><i><span style=\"font-weight: 400;\">Blue\/Black<\/span><\/i><span style=\"font-weight: 400;\">: \u00a0All about environmental and other circumstantial bonuses and penalties.\u00a0<\/span><\/li>\n<li><i><span style=\"font-weight: 400;\">Yellow\/Red<\/span><\/i><span style=\"font-weight: 400;\">: \u00a0Are all about advanced training and extenuating circumstances.\u00a0<\/span><\/li>\n<li><em><span style=\"font-weight: 400;\">Green\/Purple<\/span><\/em><span style=\"font-weight: 400;\">: \u00a0Are all about base ability or difficulty.<\/span><\/li>\n<\/ul>\n<p>So, if a good player fails a roll, and it was because they\u00a0had a failure on that black setback die, then their\u00a0narration tells the GM\u00a0that: \u00a0<em>\u201cthe rain blocked my vision\u201d<\/em> or <em>\u201chis armor glanced the blow\u201d<\/em> or <em>\u201cmy eyes hadn\u2019t yet adjusted to the darkness\u201d<\/em> &#8211; whatever the cause of the setback die was.\u00a0<span style=\"font-weight: 400;\">If the same player succeeds\u00a0due to double-success on a\u00a0yellow die, they\u00a0know it was <\/span><span style=\"font-weight: 400;\">because<\/span><span style=\"font-weight: 400;\"> of <em>\u201cmy advanced training\u201d<\/em> or <em>\u201cthe power of destiny\u201d<\/em>\u00a0&#8211; or whatever reason caused the upgrade.<\/span><\/p>\n<p>This level of narrative is the heart and soul of FFG&#8217;s Star Wars system, and doing this will add tremendous enjoyment for the game, and make your GM love you (as you&#8217;ve taken work out of their hands). So <em>t<\/em><i><span style=\"font-weight: 400;\">ake pride in your narration!<\/span><span style=\"font-weight: 400;\">\u00a0<\/span><\/i><span style=\"font-weight: 400;\">SO few players do this! \u00a0SO few players are comfortable with this! Try not to be that player. Take responsibility for your own dice pool, and offer a cool narration &#8211; it\u2019s YOUR success or failure, after all.<\/span><\/p>\n<blockquote><p><em><b>Throw away the suggested Advantage\/Triumph\u00a0result list.<\/b><\/em><\/p><\/blockquote>\n<p><b><span style=\"font-weight: 400;\">Yes, we\u2019re talking about the tables in each of the Core Rulebooks (and the GM Screens) that lists out <strong>how<\/strong> you can spend advantage and triumph. Don&#8217;t look at it.\u00a0<\/span><\/b>Understand what we\u2019re saying, here, please. \u00a0That table is an AMAZING resource that is seriously helpful in understanding the mechanics of the game. \u00a0What our hyperbole means is that good p<span style=\"font-weight: 400;\">layers should never look to the table, <em>first<\/em>.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">We\u2019ve all seen players roll 2 Advantage and then, when asked what they want to do with it, just stare at the table and go <em>\u201cUmmmmmmmmm&#8230;.\u201d<\/em> for 30 seconds. \u00a0A good player completely shifts his or her mentality.\u00a0<\/span><span style=\"font-weight: 400;\">When told you have advantage or Triumph, use it <\/span><i><span style=\"font-weight: 400;\">narratively<\/span><\/i><span style=\"font-weight: 400;\">, and only then\u00a0work with the GM to determine the mechanical benefit. \u00a0<\/span><span style=\"font-weight: 400;\">In other words: <\/span><em>Narrative Result Before Mechanical Benefit<\/em><span style=\"font-weight: 400;\">. Because when it works correctly, one\u00a0<\/span>drives the other.<\/p>\n<p>When you roll 2 Advantage, for example, you should first think about what narrative effect you want to pull off.\u00a0You\u2019re so skilled, you used your weapon to activate a special effect?\u00a0You want to further hinder the foe you targeted, or his allies?\u00a0You want to embolden your own allies in some way?\u00a0You want to create an interesting environmental circumstance, or another wrinkle into the scene?\u00a0<span style=\"font-weight: 400;\">Once you\u2019ve got that figured out, you <\/span><i><span style=\"font-weight: 400;\">narrate it<\/span><\/i><span style=\"font-weight: 400;\"> as a part of your dice results narration:<\/span><\/p>\n<ul>\n<li><em><span style=\"font-weight: 400;\">\u201cOkay, so with the pouring rain streaming into my eyes, my vision falters for a second, and the shot only grazes his ear&#8230; but with my 2 Advantage, I want him to to freak out and jump back, exposing himself out of cover for one of my allies&#8230;!\u201d<\/span><\/em><\/li>\n<\/ul>\n<p><span style=\"font-weight: 400;\">THEN you work with the GM to define the mechanical benefit:<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400;\"><em><span style=\"font-weight: 400;\">\u201cSo&#8230; I missed, but I want to spend my 2 Advantage to give our sniper a boost die to blast him, as he jumps back from cover &#8211; is that okay?\u201d<\/span><\/em><\/li>\n<\/ul>\n<p><span style=\"font-weight: 400;\">It&#8217;s also important to ask for permission. (<\/span><span style=\"font-weight: 400;\">In the example above, it ended with the player <\/span><i><span style=\"font-weight: 400;\">asking for permission<\/span><\/i><span style=\"font-weight: 400;\"> on his mechanical and narrative choice.) \u00a0From who? \u00a0Why, the GM and the other players. \u00a0Consequently, b<\/span>e open to suggestion from other players (or a flat decision, from the GM). But when done right, this adds so much power to the game, and gives agency to you as a player, and to your character.<\/p>\n<blockquote><p><em><b>Throw away your skill list.<\/b><\/em><\/p><\/blockquote>\n<p><b><span style=\"font-weight: 400;\">Yay, more hyperbole! \u00a0What we mean is this: \u00a0great players never look to their skill ranks, first. \u00a0They think about narration and character action, first.\u00a0<\/span><\/b>When faced with a narrative skill challenge, or other problem outside of simply attacking someone, players will all-too-frequently refuse to do things, or not consider doing them, just because their dice pool isn\u2019t great.<\/p>\n<ul>\n<li><em><span style=\"font-weight: 400;\">\u201cNo &#8211; I don\u2019t want to take a snub fighter. \u00a0I don\u2019t have any ranks in Pilot.\u201d<\/span><\/em><\/li>\n<li><em>\u201cCan&#8230;I make a Ranged (Heavy) check to intimidate him? \u00a0My Coercion is crap&#8230;\u201d<\/em><\/li>\n<li><em><span style=\"font-weight: 400;\">\u201cSo&#8230;in the heat of the firefight, I want to lecture the Storm Troopers on their poor life choices&#8230;\u201d<\/span><\/em><\/li>\n<\/ul>\n<p><span style=\"font-weight: 400;\">Narrate first, then decide what skill matters. I<\/span><span style=\"font-weight: 400;\">\u00a0often have to tell players, <em>\u201cDon\u2019t look at your skills &#8211; look at me. \u00a0What would <\/em><\/span><em><span style=\"font-weight: 400;\">your character do<\/span><\/em><span style=\"font-weight: 400;\"><em>?\u201d\u00a0<\/em><\/span><span style=\"font-weight: 400;\">Great players don\u2019t pore over their skill list &#8211; they focus on the scene, their character\u2019s roleplaying proclivities, Motivation, etc., and just decide how they would react.\u00a0<\/span>Would your character shoot the guy in the head? Try to scare him into crapping himself? Get into a fighter and try and save his friends? Try to shut down the force field?\u00a0<span style=\"font-weight: 400;\">The answers to these questions (for GOOD players) should have <\/span><i><span style=\"font-weight: 400;\">nothing<\/span><\/i><span style=\"font-weight: 400;\"> to do with your ranks in Ranged (Light), Coercion, Pilot (Space), or Computers.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Great players decide what to do based off of the scene and your PC\u2019s frame of mind. \u00a0Only THEN do you work with the GM on what skill check it will take to do it.<\/span><span style=\"font-weight: 400;\">\u00a0You see&#8230;good GMs will hear your narration, and help you suggest a skill. \u00a0You might suck at it, but a good GM will adjust your difficulty down for great narrative suggestion, or (more commonly) provide you a boost die for great narration and roleplay.\u00a0<\/span>Stick firm to your narrative choice, then find a way to make it work. Maybe this means suggesting a weird skill to do it (such as using Melee to skillfully sharpen your blade mere inches from the target\u2019s face, in order to coerce them). And a good GM will allow it, just at an increased difficulty.<\/p>\n<p><span style=\"font-weight: 400;\">Yes, you might fail &#8211; but so what? \u00a0YOU ARE REALLY, TRULY PLAYING YOUR CHARACTER AT THAT POINT &#8211; AND CHARACTERS AREN\u2019T GOOD AT EVERYTHING THEY TRY TO DO.\u00a0<\/span>It also encourages you to get creative with narrative results &#8211; which (as we\u2019ve just said) is a win for a good player.<\/p>\n<blockquote><p><em><b>Don\u2019t over-think or over-plan.<\/b><\/em><\/p><\/blockquote>\n<p><b><span style=\"font-weight: 400;\">This is really more of an issue in convention games or one-shots; but Roleplayers tend to get into the habit of trying to \u201ccover every single <\/span><i><span style=\"font-weight: 400;\">conceivable<\/span><\/i><span style=\"font-weight: 400;\"> base.\u201d This means belaboring story time and game time to over-plan and over-think \u201cjust in case\u201d scenarios.\u00a0<\/span><\/b><span style=\"font-weight: 400;\">That\u2019s not how this system is <\/span><i><span style=\"font-weight: 400;\">supposed<\/span><\/i><span style=\"font-weight: 400;\"> to work, because it\u2019s not cinematic to do this.\u00a0<\/span><span style=\"font-weight: 400;\">Now, we\u2019re not saying \u201cDon\u2019t Plan\u201d &#8211; that\u2019s not what we\u2019re saying. \u00a0What we\u2019re saying is, when you\u2019re playing in a one-shot and the GM is clearly screen-wiping to move things along\u00a0&#8211; <\/span><i><span style=\"font-weight: 400;\">don\u2019t<\/span><\/i><span style=\"font-weight: 400;\"> stop and go <em>\u201cWAIT! \u00a0Before we leave, I want to dig into the computer system and cover our tracks&#8230;I want to hide all the bodies&#8230;I want to leave a virus in the enemy computer core to destroy their entire network&#8230;\u201d<\/em> \u00a0(Yes&#8230;these are all things I\u2019ve actually heard players say, when I&#8217;m simply trying to move the story along.)\u00a0<\/span>When your GM is clearly not concerned about the risk you\u2019re trying to prevent, and is trying to advance things along &#8211; doing this is jarring, unnecessary, and a time sink.<\/p>\n<p><span style=\"font-weight: 400;\">Remember, Destiny Points are there for a reason! E<\/span><span style=\"font-weight: 400;\">ven if you DID forget something, a simple Destiny Point flip can easily let you \u201cretroactively\u201d remember to have erased that computer log, or hidden those bodies with a clever check.\u00a0<\/span>Furthermore, Star Wars is about players getting into hairy situations they didn\u2019t plan for. \u00a0It\u2019s not a dungeon crawl. \u00a0You don\u2019t need a 10 foot pole. \u00a0Good Players LET complications happen, because it\u2019s fun, fitting for the setting, and the system provides you with good tools to deal with them.<\/p>\n<blockquote><p><em><b>Avoid Destiny Point douchebaggery.<\/b><\/em><\/p><\/blockquote>\n<p>And speaking of Destiny Points&#8230;good players will remember that they are a party resource, but also <em style=\"font-weight: 400;\">their\u00a0<\/em>resource. There\u2019s a fine balancing line between being afraid to use Destiny Points, and using them every single check. \u00a0(And yes, I&#8217;ve\u00a0seen both sides from players.) When using a Destiny Point, it&#8217;s important to ask for permission, but don&#8217;t be\u00a0beaten\u00a0down by it. Asking your party for permission is<span style=\"font-weight: 400;\">\u00a0a good idea. <em>\u201cWhat do you guys think? \u00a0Should I spend this?\u201d<\/em>\u00a0 Of course, you don\u2019t have\u00a0to follow their advice, but asking for it is a good player hallmark.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Having said that&#8230;try to s<\/span><span style=\"font-weight: 400;\">pend Destiny Points eagerly!<\/span><span style=\"font-weight: 400;\">\u00a0This system is at it\u2019s most fun when\u00a0the light vs. dark sided Destiny Points\u00a0are being flipped constantly. \u00a0The Destiny\u00a0pool is a major resource for your characters. So don&#8217;t be afraid of it. Use it. (<\/span>The worst offence is a group \u201csitting\u201d on an all light-side pool, because they don\u2019t want the GM to have any destiny points. Utter douchebaggery.)<\/p>\n<blockquote><p><em><b>Don&#8217;t volunteer rules.<\/b><\/em><\/p><\/blockquote>\n<p><b><span style=\"font-weight: 400;\">To be frank, this is probably the #1 offense committed in any\u00a0role playing game; interrupting another player (or the GM) to tell them <em>\u201cyou\u2019re not doing that right.\u201d<\/em>\u00a0<\/span><\/b>GM\u2019s tend to be the worst offenders, here, when they\u2019re playing (simply because they know the rules so well).\u00a0It\u2019s extremely&#8230;<em>extremely<\/em>&#8230;hard to do sometimes, but really good players in this situation will just shut their mouths. It\u2019s okay if the rule isn\u2019t being followed perfectly. Really, it is.<\/p>\n<p><span style=\"font-weight: 400;\">In the worst case, if a player or GM is struggling, ask if they want advice, or wait to be asked. Don\u2019t volunteer. The bottom line truth is that you only\u00a0<\/span>come across as a know-it-all and a rules lawyer; regardless of your best intentions.<\/p>\n<blockquote><p><em><b>DBAD.<\/b><\/em><\/p><\/blockquote>\n<p><b><span style=\"font-weight: 400;\">Yup. It really all ends (and in some way, begins) with this. We\u2019ve preached it on the podcast far too often to not bring it up, now. \u00a0<em>Don\u2019t. \u00a0Be. \u00a0A. \u00a0Dick.<\/em> \u00a0Most of the advice we\u2019ve just given you can really be summed up by that. To cement yourself as an amazing, dependable, enjoyable player in this system &#8211; someone others look forward to playing with: <\/span><\/b>Don\u2019t think of your character first, think of other characters first.\u00a0Don\u2019t take over the game.\u00a0Don\u2019t tell the GM his job. Be respectful, and above all &#8211;\u00a0<em>care<\/em> about the fun of everyone else at the table before your own.<\/p>\n<p><span style=\"font-weight: 400;\">Truthfully, it comes down to <\/span><span style=\"font-weight: 400;\">why<\/span><span style=\"font-weight: 400;\"> you\u2019re roleplaying with these people in the first place. If it&#8217;s so you can have a good time, everyone else be damned, then this might not be the hobby for you.<\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<div class=\"mh-excerpt\"><p>For many years, I&#8217;ve been privileged to co-host the Order 66 Podcast, which has devoted itself to Star Wars roleplaying. \u00a0Almost four years ago, the <a class=\"mh-excerpt-more\" href=\"https:\/\/www.d20radio.com\/main\/being-a-better-star-wars-player\/\" title=\"Being a Better Star Wars Player\">[&#8230;]<\/a><\/p>\n<\/div>","protected":false},"author":22,"featured_media":117,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_ef_editorial_meta_date_first-draft-date":"","_ef_editorial_meta_paragraph_assignment":"","footnotes":""},"categories":[25,111,2],"tags":[64,981,436,47],"class_list":["post-6626","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-ask-a-gamer","category-editorial","category-podcast","tag-fantasy-flight-games","tag-gm-chris-advises","tag-order-66","tag-star-wars"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - 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