[haha! I might well fall into that latter category myself!]
A lot of dross out there; a lot of drivel. As there always has been (duh)...but incorrigible bloggers, like degenerate gamblers, can't really help themselves. Writers got to write; bloggers got to blog. It is what it is in this day of instant internet gratification. [*POST*]
So it is, I came across this blog called Prismatic Wasteland. It would seem the author, a W.F. Smith, is kind of a big deal, having won multiple ENNIE awards, and been nominated for another (Best RPG Related Product) for his 200-page hardcover omnibus, Prismatic Wisdom...a collection of all his blog's "best theory, advice, and mechanical innovation" from its inception in 2020 to its "peak" in 2024.
Uh-huh.
As one might imagine, I have my own opinions on his wisdom (I took the time to read some of Smith's essays). However, those I shall keep to myself, save to say that Smith is on the same page with me in some regards (mainly: that player immersion comes from engaging with the rules and procedures of a game system). Also, I got a wry chuckle out of Smith celebrating (what he calls) "B/X Blackrazor Day," the anniversary of a blog post I wrote back in 2010.
SO, for the day, I've decided to instead do the guy a solid and jump on his "blogwagon" event. This is Smith's regular soliciting of other bloggers to write essays on a subject he proposes...perhaps because (as he states himself) his own blogging "peaked in 2024." I missed his last blogwagon (the subject was write something about "randomness;" yesterday's post would have been appropriate!), but the current topic is simple enough:
[and by player Smith means "non-GM participant in an RPG"]
Now, those readers who followed my "Dear JB" series of posts back in 2025 will know that I have no dearth of advice to hand out to players and GMs alike...even when such advice is completely unsolicited! But now I'm being asked to take a step to the side of my normal "teach-DMs-how-to-DM" shtick and put together an honest-to-gosh COMPREHENSIVE GUIDE to being a GOOD PLAYER? Challenge accepted!
But first things first: had to poll some actual players on the subject.
Sofia Becker (age 12):
You need to be good at strategizing and compromising. You have to be a good leader sometimes, and you have to know when to hush up and follow. You have to be cautious, but you can't be too cautious or you'll end up missing out on the gold. You have to be a lot of opposite things. Like, you have to take the game seriously, but you can't be too serious or it gets repetitive; sometimes you have to be goofy and laugh.
What's the difference between "strategizing" and "compromising?"
Strategizing means coming up with a plan. Compromising is agreeing to go along with someone else's plan.
How do you know when to "lead" and when to "hush up and follow?"
When no one has any ideas about what to do, you have to step up. But when someone else has a plan, you sometimes just have to go with it...and if it doesn't work out, you get to tell them 'see, I told you so.'
Diego Becker (age 15):
Know the game. Be familiar with the rules of the game. Follow the instructions of your Dungeon Master. Have fun, have imagination...think outside the box.Be smart about your decisions; plan stuff out. Play to your character's strengths: if you're a magic-user, don't just wade in there, daggers drawn to fight.
Anything else. What about working with your fellow players?
Find good people to play with. Respect them, be a team player.
Sofia adds:
Don't try to be the "main character" and mess everyone up.
What do you mean by "main character."
I don't know how to say it. Diego?
Diego adds:
It's about teamwork; be a team player. Be productive. Help your team out. Listen to instructions.
Whose instructions?
Listen to what your team tells you.
What if you're playing with people who are worse players than you? Should you listen to them then?
Yeah.
And that's about all they had to say...it might give you a little insight into their distinct personalities, but they generally agree on fundamental parts of being a good player: Learn the rules of the game (so that you can make informed choices). Be cooperative with your fellow players. Learn to balance caution with bold action (risk-reward). Generally speaking, all stuff I agree with.
But some of that takes time...time to develop. Some folks might want something a little more "actionable," right from the get go.
Learning the rules is something concrete that players can do right up front. A DM worth their salt can run a perfectly fine game with most any bunch of lazy goons who've never cracked a PHB, but we're talking advice for the player who wants to get "good." If you want to get "good," you're going to have to do a little studying.
The edition of D&D that your DM is playing will determine which books you should study. Make no mistake: there are differences (both subtle and not) between EVERY edition of the game.
If you're playing OD&D, you'll want to read the three LBBs, but you're also going to need a list of which supplements the DM is using, which rules in those supplements, which house rules, whether or not they're running Chainmail or the "alternate combat system," etc. Kind of a pain in the ass, really...but OD&D is loosey-goosey enough that having a strong grip on the rules ain't terribly necessary. Chances are, your OD&D DM is going to be winging and ruling a LOT of stuff. More than anything else, do your best to develop a good rapport with your referee...in the OD&D game, the referee IS (more or less) the "rulebook."
If you're playing some version of Basic (Holmes, B/X, BECMI, RC, or one of the various "clones") you're going to want to study that system. I'd recommend just picking up Moldvay's Basic and reading the first five chapters PLUS the Glossary at the end. If you have those things down, you'll be cream cheese for most every version of Basic EXCEPT Holmes Basic which is its own animal. Holmes is an easy read at some 40 pages total, but it's hard to find (no PDFs on DriveThru even)...I'd pick up its clone, BlueHolme, which is pretty faithful to the original, and nicely organized. Your DM is probably running BH anyway, unless they are an extremely crusty grog...
AD&D is, of course, The King of Games. For the 1E player, you need only the PHB...everything else gets handled by the DM in play. If you've NEVER played D&D before, I still recommend Moldvay to give you the rudimentary rundown on terms and concepts (even though some systems are different), but if you already know your way around a D20, the PHB gives you everything you need...and more!
You want to know what it takes to be a "good" D&D player? Read the section titled SUCCESSFUL ADVENTURES in the 1E PHB (pages 107-109). This gives you fantastic tips that will directly impact your experience at the AD&D table. In fact, when I first saw this blogwagon challenge, my initial thought was to simply excerpt this section in its entirety...it's really all you need.
Does it line up with my players' thoughts on what makes a "good player?" Hm. Let's see:
...get in touch with all those who will be included in the adventure, of if all are not available, at least talk to the better players so that you will be able to set an objective for the adventure....some firm objective should be established and then adhered to as strongly as possible. Note, however, that inflexibility or foolish stubbornness is often fatal.......when agreement regarding these and similar questions has been reached, each participant must ready his or her character, but preparations must be made with the weldard of the whole group in mind.Co-operation amongst party members is a major key to success...survival at lower levels is usually dependent upon group action and team spirit. Co-operation must begin when the party prepares for the adventure and continue through sage return to base and division of spoils -- including the special treatment required for any unfortunate characters cursed, diseased, maimed, or killed....When everything is all set, it will take only a very few minutes to organize the group for the adventure once time for actual play begins. Your referee will certainly appreciate this, for his or her enjoyment comes from adventuring, not from waiting for a party to get its act together...there are times when objectives must be abandoned. If the party becomes lost, the objective must immediately be changed to discovery of a way out. If the group becomes low on vital equipment or spells, it should turn back. The same is true if wounds and dead members have seriously weakened the group's strength. The old satement about running away to fight another day holds true in the game. It is a wise rule to follow.On the other hand, if the party gains its set goal and is still quite strong, some other objectives can be established, and pursuit of them can then be followed. It is of utmost importance, however, to always carry slain members of the expedition with the party if at all possible, so even if but a lone character is lost, it is usually best to turn back and head for the surface.Co-operation assumes mutual trust and confidence, and this is enhanced when members are certain that the survivors will do their best to see that any slain character is carried forth from the dungeon to be resurrected if at all possible. All members of the expedition should be ready and willing to part with any goods, money, and magic items in order to save lives. Failing that, each should be willing to fight to the death to assure the survival and success of the party. This will happen when mutual trust exists.......Superior play makes the game more enjoyable for all participants, DM and players alike. It allows more actual playing time. It makes play more interesting. The DM will have to respond to superior play by extending himself or herself to pose bigger and better problems for the party to solve. This in turns means more enjoyment for the players. Successful play means long-lived characters, characters who will steadily, if not rapidly gain levels. You will find that such characters become like old friends; they become almost real....
There is more, and good stuff it is; I have only pulled out some of the choicer bits and pieces. Any emphasis in the text is Gygax's, not mine. The reader will note that Gygax was explicit in emphasizing team play and an "all-for-one" attitude as a key to success, building mutual trust through cooperative effort.
Planning is, of course, important...but the planning occurs before the adventure, not during. The players' time...like the DM's, like ALL of ours...is finite. There should be no dithering once the game is in session, because good players ("superior" players) do not waste the game time they have been allotted. I heartily concur. Even in the 1970s, people led busy lives, filled with the priorities of family and work and school and obligation. Why waste a moment of gaming time on things best settled or organized away from the table. It is much the same (if not more so) today.
Anyway,
My perspective on "what makes a good player" is...like that of my players...based on the kind of Dungeons & Dragons that I play. The kind of D&D we play is one rooted firmly in fantasy adventure, based on facing challenges in hopes of reaping a rich (in-game) reward. The surest path to success is through having a cognizant understanding of the rules and being able to work in cooperative fashion with one's teammates. The ability to balance risk-reward (boldness vs. caution) changes the RATE of success...how fast do we progress? Hoe much time (real time; real minutes from our lives) is spent and...potentially...wasted. The mark of a "good" player is maximizing efficiency.
Of course, the solid DM is not going to allow such play to go unhindered and unchallenged. But that's the game, right? So it goes.
Best wishes.


