Hello one and all, this is Coarey for the GameKnights-Podcast! Each and every Tuesday I will attempt to scour my twenty-five plus years of role-playing "wisdom" to extract some pearls that may, or may not, enhance your role-playing sessions.
This Tuesday's tip of the week? Know your GM.
Now what do I mean by "Know"? This does not mean be his friend (although an admitted plus), or to "Know" them in the biblical sense. What I am saying is know his role-playing boundries. See what they will let you get away with at the game table. So this tip could be in essence called "Push your DM's boundries." Because, if you don't, you'll never know what you can and can't do. Try asking if you can play something else other than a standard race, see what races they will allow. Try to create role-play off the game's designated path. A good GM should be able to improvise with you, other GM's will shut the game down if you deviate. Remember it is ROLE-playing not ROLL-playing, it's not all about the dice. You should be able to bring your character's personality in to that world and follow their motivations. However, you do need to know when you've pushed far enough. (This is not always easy to gauge, I'm know this personally). You don't want to piss off the GM running the game, but at the same time you don't want to be sitting at a desk under the very strict rule of some tyrannical school teacher. At the end of the day Role-Playing should be a tandem effort at creating fun, you should bring almost as much to the game as the person running it. So know the GM, and make sure they are the creative person you want to play with.
Remember tomorrow is the debut issue of our web-comic, so check back with us then!
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