101 players you wish you could see more of [Archive] - Wizards Community

Post/Author/DateTimePost
Otogi

09-21-06, 08:09 PM
Inspired by the "101 worst players to have ina game", this thread inspired me to make a more positive version for people who deserve to be mentioned. People who made your gaming experience cool, fun, hillarious or just simply unique. Here are some starters:

1) "Me Grorg! Grog obliterate you with the compustion of your body with me fireball spell as you be burn alive from the pancrious to the esaughaguos!"-Grog, half-orc wizard.

This person has made a character that is extreamly difficult to play, such as the Elven Barbarian or Githzeri Wizard, but through peir tactics, play of strengths, intelligence and perhaps even luck, has made him/her/it quite powerful, perhaps even more powerful than anyone else in the party.

2) "I, Azermere, divine servant of Heironous the Chilvarious...now pronounce you man and man" or "I'm an elf and all a tree gets from me is an ax in the crotch!"

This person has made a character who is viod of any steritypical behavior. He /she have voided anything that makes his/her charcter seem like something that seems simply foolish to do or gives it a new twist on something old.

3) "I hate it when the spellbook jams"- Arin, the wizard of Es'cargotha INC.

This player jokes some of the things that happens in life, making jokes that people can relate to, such as rising prices for gas ("Did you here? A scroll of Magic Missle just went up 5 GP again! Pelor curse the mages from the southwest!"), being middle aged ("What am I suppose to do now, blind the orcs with the light shining off my bald head?!) and going to "the clubs" (While in the tavern, you notice that nobody can actually dance, flopping about in a druken' haze. The lights are fairly colorful, but rather useless and provide no real light at all. As you talk to the barkeep, you try to listen in as the room is blasting with terible music and drunk women screaming and luaghing. When you finally hear him, he only tells you that the frinks here are 5 times as expenssive as the ones down the street. A man obviously dressed as a woman gives you the eye, Alexander as a young, but sleazzy man tells Sophitia 'Hey, you think my swords gonna fit in your hilt?' )

Keep the list going!
X-Codes

09-21-06, 09:06 PM
2) "I, Azermere, divine servant of Heironous the Chilvarious...now pronounce you man and man" or "I'm an elf and all a tree gets from me is an ax in the crotch!"
I sense personal issues... :mymy:

4)
Cleric: "Hey, whats our Barbarian wielding?"
Rogue: "I dunno. It looks like a plate on a stick..."
Barbarian: "Yeesh! It's a GREATAXE! Haven't you ever seen one!?"
Cleric: "Greatswords are better."
Rogue: "Whats a greatsword? I thought all melee people used Spiked Chains."
Wizard: "Must be a roleplayer."
Barbarian: "..."

Just noting that theres not ONE deity in the Faerunian Pantheon with a Greataxe as a favored weapon, while theres about 2 that use the Bastard Swod, 2 that use the Greatsword, and even one that uses the Spiked Chain.
RetiredThief

09-21-06, 10:00 PM
5) Mr. Could-Role-Play-A-Character-Made-Out-Of-A-Dead-Stick.

Had a player once who could take any standard, gray, seen it a hundred times before character, and by the end of the playing session make you SURE someone has GOT to make a movie based on that character.

And without upstaging the other characters as well. Breathtaking to witness.

6) Mr. Cheats-But-Only-When-The-Results-Are-2-Funny-4-Anyone-2-Complain.

Actually, you're not sure if he cheats, or has telekinetic powers, but he only seems to use them at appropriate times, and for comic effect. Results in the whole table bursting into eye-watering laughter and the DM saying "Yah, ok, what the hell" as the Iron Golum trips and falls into the bottomless pit, etc...

7) Mrs. McGyver(sp?)

The party is at an impasse. Seems there's no way around it, you're gonna have to go toe to toe with a monster WAY above appropriate CL. It looks grim, until this player says "Hey, why don't we just..." The idea's within the rules, you have all the needed items, but they are to be used in such a totally unheard of way the bad guy can't possibly be prepared for it.

This is often one of those quiet players, who generally just sits there and rolls dice when needed. But they've been watching and thinking all along...

8) Mr. Can't-Roll-A-(insert name of frequent roll, like Will save)-For-Love-Or-Money

He can do everything else, except just this one thing. Ranks don't matter. Feats don't matter. Spells and buffing don't matter. And it's just not a successful D&D game until he fails such a roll at a disastrously wrong time, which adds excitement/terror/challenge for all. The game would be too predictable without him.
Krompt

09-21-06, 10:30 PM
I have a number 7 in my group, and I myself am a number 7 (I made a grappling hook from entrails of a recently killed number of Orcs off to the side, a Deer's Antlers, and the Ranger's arrows to pass a fallen bridge)

Number 9) The Overcomes Adversity Player

The Player that could have a 4 in Str and is a Barbarian but no matter what, he always overcame the problem through problem solving or others (The Rogue with No Dex, the Wizard/Sorc with no Int/Wis/or Cha which ever they use ect)
Shaggy_Shaggs

09-21-06, 11:18 PM
10. The Sharp Newbie.

This player has wondered about D&D for ages but only just recently got into it. She's very smart, picks up and integrates the rules so fast you'd swear she's been playing for years, but she brings a freshness to the game you didn't know was lacking till you saw her in action. She looks at everything with new eyes, reacts perfectly to monsters rather than to their stat blocks, plays up the little details you forget about in your hurry to get from place to place, and she does it all with a sense of wonder and amazement that reminds you that the party is special, the world around them is fantastic, and the things that may seem routine to us vet players are wild and astonishing and all noteworthy.
Tempest Stormwind

09-22-06, 12:28 AM
7) Mrs. McGyver(sp?)

The party is at an impasse. Seems there's no way around it, you're gonna have to go toe to toe with a monster WAY above appropriate CL. It looks grim, until this player says "Hey, why don't we just..." The idea's within the rules, you have all the needed items, but they are to be used in such a totally unheard of way the bad guy can't possibly be prepared for it.

This is often one of those quiet players, who generally just sits there and rolls dice when needed. But they've been watching and thinking all along...I'm reasonably certain I'm currently playing someone very close to this. I have my own problems doing some elements of her RP, but the MacGuyver element is totally there. Keeps the DM on his toes as well -- it encourages him to define the rooms in very accurate detail, as the more in-depth he is, the more off-the-wall my character's solutions can become, and the more interesting the game gets for everyone involved.

I have two to add myself.

11: 4d6... rolled a 3? No problem!
This is the player who takes any disadvantage mechanically and makes it a wonderful thing through roleplay.
The best example I can think of was a character a buddy of mine played back in AD&D -- a ranger with a 3 for Charisma. To this day I don't remember his name, but instead think of him as "Ugly". He managed to play a 3 Charisma intelligently and exactly as you'd expect it -- without being disruptive to the rest of the party.
Good players of this type also don't complain about anything that's handed to them (though if they're playing a stuck-up or whiny character, they might), but rather take it in stride. This can lead to wonderful moments, including the rare thing that is a slapstick running joke (you try pulling one of these off without a guy like this in your party, and you'll end up splitting the party).

12: *double-take*
Seems perfectly normal. But manages to pull off such off-the-wall ideas that you quite literally will double-take. And you'll be talking about it for years afterward.
Interestingly enough, the best example I have of this is from the very same game "Ugly" was in -- Snick, our gnomish wizard. Taken as a whole, Snick appeared to be an archetypal wizard, or an archetypal 2e gnome, depending on how you looked at it. But on any smaller, localized scale, he would appear totally twisted and downright creepy, despite passing that off as nothing more than a mere personality quirk. To this day, I have no idea what gave that player the idea to stash things like beholder plushies (note: party leader had a beholder phobia) or books of dwarven erotica in that overcoat-like wizard robe, and have them randomly fall out (as opposed to ever taking them out on his own whim). Since this was 2e and the DM was a dragonlance fan, he also had to have some form of a "life goal" -- and in his case it was assembling an automatic makeup applicator. He got an internal combustion engine, which promptly exploded*.
If you get a player like this, they know how to steal the show -- but they also know when to steal the show, and when to hide in the proverbial overcoat. Your game will be the richer for it, and he'll serve as an inspiration for everyone else. Plus, depending on the game, he could provide much-needed comic relief (serious game) or a much-needed anchor to reality (in any 'serious' game that's been taken over by comedy or joking).

I should also note that both Snick and "Ugly" have shown up in the games I run as NPCs. In both cases where they showed up, I invited their old player to my table for that session. I noted a dramatic improvement in my standard players' roleplaying right after that (they had the mechanics down, but needed a shot in the arm for in-depth RP).


* And taking out "Ugly's" tent in the process, which, of course, "Ugly's" player took in stride. One "Looks like we're roommates, squirt" later, he was stomping off toward Snick's tent, whereupon he revealed to the party that his character had snoring akin to a dire badger, and had a tendency to roll in his sleep. This inspired Snick -- the afforementioned party wizard -- to get his revenge later, as described above in "Ugly's" example. If you can get more than one good roleplayer together, they can influence each other like this and share off of each other's strengths.
Endarire

09-22-06, 01:12 AM
13: DM-in-Training
I have one of these in my group. He is totally into the story and has breathed quite the life into the game. While we have talked at length about our plans, and occasionally he's been a pain, he can cover for times when I have nothing planned so I can play my character and still be surprised. Were it not for him, I'd more likely be stumped as to challenge the players for the next ~10 levels.

14: Mr. Reliable
Almost every session he's on time or early and if he can't be he tells you in advance. He pays for his share of food, treats people respectfully, and adds to the game. He knows enough about the rules to make him an asset, but not enough so he can predict what everything is.

-EE
Callista

09-22-06, 08:28 AM
15. The Team Player
His favorite sort of game is a game where everyone--not just him--has fun. He's always working for the good of the party, the story, and the quest, both out of character and in character--even if it means his own character takes a hit. Has been known to have his character save party members' lives, perhaps at great cost; mediate conflicts between players and DM; and even give up some of his share of the treasure to make it easier to defeat whatever enemies they party's up against. May even allow the DM to do things like have his character captured or mind-controlled, if that means the story will be more interesting and fun for the group. Can be depended on to bring snacks and chip in for the pizza.
Lunar_Shadow

09-22-06, 08:50 AM
16. The rolls insanely high only when needed or impossible, or just plain funny player
You knowthe guy who always roles good when needed, the act is nearly impossible, or just plain funny.

Examples

Galvador([Ranger]The player who usually rolls ****). Cheese(Cleric) and Lunar Shadow([Wizard]Myself) had been captured by bandirs, rogue ran away with our money. We wake up, we escape the cell. The guard runs for help and reappears with 2 others. We disarm them, kill one, and the other two are running away. Galvador, who had not been rolling well, decides to throw the battle axe he got off the guard. The DM calculates the penalties and says that he would need a nat 20 to hit. He rolled and got a 20, than confirmed the crit. The thing severed the guards spine and sliced him in two. He has yet to roll that well since. (Haven't gotten into any important fights since.)
HauptSin

09-22-06, 09:58 AM
8) Mr. Can't-Roll-A-(insert name of frequent roll, like Will save)-For-Love-Or-Money
That's me. (Fort. Saves) and (Attack Rolls) being the most common offenders. :(
oxybe

09-22-06, 11:30 AM
17) I'm ready!

more then just at the table before the session with books & dice out, this player knows all rules applicable to his character. he might have pages tabbed for reference or a few footnotes on his commonly used spells, but this guy is ready to play and rarely bogs down the game to look something up.
------------------------
i saw a bit of myself in there...

8) Mr. Can't-Roll-A-(insert name of frequent roll, like Will save)-For-Love-Or-Money

1 abbreviation : UMD. that skill hates me with a passion. especially since i'm the only "healer" (a rogue) in the party. my wand of cure light wounds scares me more then zombies from time to time...

i also tend to crit miss my power attack rolls and end up hitting my own party for nearly full damage. i would have killed one of my fellows last weekend if not for us being able to use up Action Points to stabilize...

14)Mr. Reliable

I think i may be over reliable, since i'm ready at the table with the books & dice out before the DM arrives on the scene... but then again, we play at the FLGS, so i would be there early anyways on a sunday.
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9) overcomes adversity
this one tweaks me a bit of the wrong way. i can see how playing a barbarian with 4 strenght could be interesting, but to nerf oneself for the sake of RP is a no-no in my books. a wizard with negative intelligence isn't interesting... it's a liability. without any spells, he's only slightly better then a commoner.
Master of the Daemon Tide

09-22-06, 12:45 PM
this one tweaks me a bit of the wrong way. i can see how playing a barbarian with 4 strenght could be interesting, but to nerf oneself for the sake of RP is a no-no in my books. a wizard with negative intelligence isn't interesting... it's a liability. without any spells, he's only slightly better then a commoner.

Reminds me of a sorcer I saw once who, thanks to the familiar bonus intelligence, was actually not as smart as his toad. While it didn't hurt his spellcasting, it was still very wierd.

And so as not to make this spam . . .

#18 - And now for something completely different
Will actually play a variety of different characters, instead of just one overused base. I hope this exists, as I've had to start banning Dwarves and Fighters from some of my players just to get some variety.
oxybe

09-22-06, 01:00 PM
Master of the Daemon Tide, i must agree with your sig, GBS does indeed rule. in all caps too.
Chooki

09-22-06, 01:24 PM
#19 The TRUE Hero.
Play a loyal good warrior, practically a paladin :
-Innocents young warriors attack him, thinking he's a bad guy.
He fight back? No! He kneel and pray while they are charging him, to prove he's not evil. They hurt him, he drop his weapons, open his arms and stay like this...
It may seem stupid, but it was truly a great RP moment. The young paladins, confused, stopped and retreated : we did'nt had to fight and kill innocents. There's dozens of examples like this, and he's even greater as a MD. His campaign is INTENSE with dramatic and epic scenes, miraculous victories, and such. And we're only lvl 5-6...
Monsco

09-22-06, 11:55 PM
20# The tag teamers
This actually is two people who have played a lot together.
THey have there characters have some funny relationship that works kinda like a move because they know each other so well. They can have there characters have a argument and be fun about it. I enjoy these kind of players. they add some great gameplay moments.
sickien

09-23-06, 01:22 AM
21: I want to play a cleric!
This guy plays a cleric, thats it and thats great. I cant think of reason not to play a cleric yet every game there is always the look of "why did i die?" because no one can heal you, fool.
Tarvok

09-23-06, 01:39 AM
22. The guy who plays a cleric as more than just a healing mage with armor.

This is the guy who takes a D&D religious archtype (and knows more than just the "stuffy holier-than-thou Cleric of St. Cuthbert") and plays it to the hilt. He makes reference to his deity at every opportunity, and consistantly manages to act as the party's conscience... in a manner that actually makes it fun for the players. He may, at times, derail a DMs campaign by refusing to take what he considers an immoral act.

EDIT: Oh, and he makes a seriously cool invocation when it comes time for the turning... or rebuking.

A fellow player once uttered the following words, "By the powers of Noctura, I command you to do my bidding!" Took us all by surprise, because none of us yet knew that he was a rebuker, rather than a turner. (Neutral deity; could have gone either way.) In addition, Noctura is not the name of the deity, but rather of the deity's domicile.
aotrscommander

09-23-06, 08:08 AM
23: Any player who waits politely during the BBEG's lengthy monologue, without interupting to make sarcastic and/or witty comments and then at the end stands up an proclaims in a loud voice: "You''ll never get away with this, you fiend!"
Thubby

09-23-06, 04:52 PM
24, steriotype, but in a good way
can play the character everyone should hate, but makes you love him. the guy with 3 cha/int, as the lovable oaf.
the psycho madman, who manages to make you crap yourself wihtout rampaging through town. and getting eh party in trouble
skeeter_dan

09-24-06, 02:51 AM
25. The Lovable Loser
Somehow, in game, through no fault of the DM or any other player, this guy ends up on the end of everything bad that happens to the party. Not only can't he roll a save or an attack, but whenever something big falls in a random direction, the random direction is always on top of him. Whenever he needs a critical diplomacy check to get him out of a tough jam (which he is always in), he fails miserably and just makes things worse. Yet, somehow, he manages to get out of it, grins and bears it, and manages to get a laugh out of it no matter what.

Also, he's almost always the closest guy to the fighter who just got Charmed/Dominated, and that's usually the way this poor sap dies...
Nickpire

09-24-06, 02:39 PM
Mr. Integration

This is the guy who could create a CE Sorcerer and actually make it work with a group of good characters. He's a great roleplayer and is always trying new things that make the DM think on the fly. He's fun to have at games, respects the DM's decisions, and if he has a problem he waits to discuss it with you once the session is over. He causes no problems at the table, participates fully without upstaging anyone, doesn't metagame at all, and never complains when things don't go his way, he just takes them in stride.

I had the joy of having one of these in my games for several years before he moved cross country.
Dareon

09-24-06, 05:50 PM
27: The Utility Belt.

Realizes that the stuff in the miscellaneous equipment table isn't just there to fill pages. Carries enough bags, belt pouches, and occasionally chests to carry what the party finds, enough rations to feed the party for a week, rope, empty vials, alchemical items, special tools, extra torches, basically anything and everything that could be useful. Also happens to be the only one that brings a wagon or other packbeast-like object.

...I play this guy, and wish someone else would too so I can be the smashy guy for once. I long to know the simple joy of spending most of your 3rd-level gold allotment on a magic sword.
The Livewire

09-24-06, 09:41 PM
28: The Neutral Good Rules Lawyer.

The kind of guy who knows the rules, but doesn't disrupt the game with knowing them, and broaches an issue -after- the game. But is more than happy to help look up or clarify a rule if it comes up in game.
CradleofLife

09-24-06, 09:58 PM
29: Lawful good barbarian.

"Me Krog, me want to kill everyone, but me can't due to alignment!"
Ashok_Lal

09-25-06, 12:05 AM
30. it-was-the-guy-who.....

This is the player that remembers the plotlines & NPC's from weeks ago and sees the conection to the curent situation.
skeeter_dan

09-25-06, 01:16 AM
31. The Note Taker

Related to 30, this guy takes it upon himself to note down every name, place, item, event, etc. that the DM mentions. This player becomes a resource for both the players and the DM. Usually draws maps of the dungeon too.
robertliguori

09-25-06, 06:18 PM
#32: The sliding-scale power player:

DM: "Look, Phil, I love your character and all, but I'm getting seriously scared at the power of your necromancer. Your ogre skeletons are mopping the floor with most straight melee encounters the party is facing?"

Phil: "Alright. We can tone down Animate Dead, then. Or, have you considered having the BBEG note this? I mean, a few Control Undead or some lucky rebuking rolls, and my undead are as much liability as boon?"

DM: "I had. However, I don't want to arbitrarily add powers or capacities to the foe you're facing."

Phil: "I see. Well, just increase the CRs of the next encounter to smash half my skeletons into flinders, and we'll cap Animate Dead at 2 HD / caster level for now, to be modified later if necessary."

DM: "You're cool with that?"

Phil: "I'm cool with that."
Morka

09-26-06, 01:14 PM
25. The Lovable Loser
Somehow, in game, through no fault of the DM or any other player, this guy ends up on the end of everything bad that happens to the party. Not only can't he roll a save or an attack, but whenever something big falls in a random direction, the random direction is always on top of him. Whenever he needs a critical diplomacy check to get him out of a tough jam (which he is always in), he fails miserably and just makes things worse. Yet, somehow, he manages to get out of it, grins and bears it, and manages to get a laugh out of it no matter what.

Also, he's almost always the closest guy to the fighter who just got Charmed/Dominated, and that's usually the way this poor sap dies...

It's me. I was playing an halfling rogue with low constitution. There was no great fighter in the party, so I was never able to flank a foe, and as soon as I got into melee, a single blow was making me retreat. Anyway, in a clymax battle, I received a hit that made me go at -7 HP. I checked in the DM's Miniatures box, found the "Cleric of Nerull", and placed it 7 cases away. Each time it was my turn, I advanced the "Cleric of Nerull" one case closer... Big metagaming (the cleric knew exactly when to heal me), but it was so fun no one took care...
Need_A_Life

09-26-06, 04:11 PM
33: The "I-have-no-quarrel-with-your-people-let's-talk" person
When the ogres jump out onto the road, he stands forth without drawing his sword and ask what they want. When the ogres charge, he attempts to inflict minor damage and gives plenty of chances for them to surrender/escape etc.

34: The novelist
The character you play alongside and keep wondering what their story is, when you ask they tell you not to be so nosy and when the campaign ends your first question is: "So what's the deal with your character?"
otakutaylor

09-27-06, 03:14 AM
Here's a few small changes to bad players that make them better, and feel lucky if your list of annoying players contains one of these templates.

35. The polite rules lawyer.
Though he still falls under the catagory of annoying player archtypes, tends to already know what you are describing to the party before the first sentence, and still finds it a requirement to point out in incorrect manuver in the middle of combat, He will raise his and and wait for you to finish your sentence (but not the action in question) and there is one thing he automaticly adds at the end of any rules reciting.

"Or you could say no, and i'll shut up."

A true rules lawyer who also knows that the DM has the power to change any rule, and reminds the DM every time he tries.

36. The leading spotlight hog.

It's not uncommon for the spotlight hog to become the "leader" of the party just because he demands so much attention, but he not only plays a character that matches his spotlight hog attitude (bards or paladins most common) but he plays it like his character would, asking his fellow players what they would like to do. Many quiet players are secretly thankful for him taking the initiative to start any conversation.

37. The bad mood killer.

Normally a mood killer says the dumbest, meanist, or worst thing to say at a moment to kill whatever vibe is going. Your setting up a description of a grand city, he buts in and says it reminds him of a movie. your describing a terrifying zombie infested graveyard when he makes a dumb headless zombie joke. This mood killer instinctively fixes the wrong mood, even at his own expence. He will call for a calm of any elated off topic discussion to get back to the game, He will ask for a break before the wizard player gets ticked at his spells failing so often, He might even be the only one who's actually roleplaying to your mildly humorus hostage situation without laughing his head off, even if it only makes the other players a bit mad that he's being so serious.

I'm an example of 35 myself, but I've got a friend who is both 36 and 37.
X-Codes

09-27-06, 05:08 AM
8) Mr. Can't-Roll-A-(insert name of frequent roll, like Will save)-For-Love-Or-Money

He can do everything else, except just this one thing. Ranks don't matter. Feats don't matter. Spells and buffing don't matter. And it's just not a successful D&D game until he fails such a roll at a disastrously wrong time, which adds excitement/terror/challenge for all. The game would be too predictable without him.
Half my last party was made up of these guys. I was attack rolls, and I spread my curse around (rolling a natural 1 on an aid another check immediately followed by a natural 1 on the guy I was trying to aid :P ). The sorcerer was Will Saves, and wound up melting the party Warforged Juggernaut into a pile of smoldering adamanite after failing no less than 7 suggestion related saving-throws :eek: . Then there was the cleric. If he wasn't last in the initiative order, someone in the party died. It wasn't often that someone in the party died, either. :rolleyes:
Omnirahk, half-Rahkshi

09-27-06, 10:28 PM
10. The Sharp Newbie.

This player has wondered about D&D for ages but only just recently got into it. She's very smart, picks up and integrates the rules so fast you'd swear she's been playing for years, but she brings a freshness to the game you didn't know was lacking till you saw her in action. She looks at everything with new eyes, reacts perfectly to monsters rather than to their stat blocks, plays up the little details you forget about in your hurry to get from place to place, and she does it all with a sense of wonder and amazement that reminds you that the party is special, the world around them is fantastic, and the things that may seem routine to us vet players are wild and astonishing and all noteworthy.

You know, that may be me. I'm still waiting to actually see some game action (so close - when's the first meeting?!), but here on the boards I've brought some good stuff.

But you gotta love the #7. They're what makes this game worth playing. That and the Raz's out there. Roleplayers all the way!
Piggyfreak6

09-28-06, 04:52 PM
38. I know what I'm gunna do!

This player is the best to be around. He thinks about tatics or interesting combat options while OTHER people's rounds are going on. So when you get to him, you don't have to wait 5 mins for them to decide what they will do.

39. Knows Their Way

This player is also really good to be around. He knows the rules for whatever he does. I have a player who loves to get into grapples, but he doesn't know the rules. I wish he were the kind of player that I am discribing now. He knows how to do it, what they can and can't do, and what is actually feezeable to do.
Gahread

10-01-06, 11:52 AM
40. The Party Leader

He knows what he wants to do. It makes sense. He's articulate. The party nods and follows his lead rather than spend 30 minutes getting through a door. He can even convince the cowardly thief that he IS risking his hide to check for traps and he IS opening the door himself to prove he didn't 'accidentally' miss any.