How to be a cooperative player

Addie Stardust on Twitter asked for tips on how to be a cooperative player, and it turns out that I have some thoughts about this.

Cooperation means working together to make the game better. This might mean working with the GM but it also means working with the other players around the table. An important starting point here is that WE are working TOGETHER. So it’s not just one person being a cooperative player and helping everyone else, it’s a collective effort, and you get to look after yourself as well as the others. Ok? Let’s go.

The first step in cooperation to make the game better is understanding what would make the game better, and that is mainly about understanding what the people around the table want. So this means three things:

  • Listening to what other people want;
  • Actively soliciting people to better communicate what they want; and
  • Being clear yourself on what you want and signalling it to the other players.

Obviously it will be hard for anyone to cooperate if they don’t understand what each other want. “What you want” means: what you’re interested in; what kind of story you want to tell; what kind of themes you want to address; what kind of things you want to do; what kind of character you want to play; and so on. Some games do a great job of helping to structure and codify these things, greasing the wheels of the conversation. But even if your particular game doesn’t do that, you can do it for yourself. One part of that is getting the information from the other players, by paying close attention and listening to what they’re saying and doing. If they’re not communicating or you’re not clear, or if you think there’s more to know, you ASK them.

The other half of this is playing your part by being clear about what you like. Don’t wait to be asked – the more you share of your preferences, the better other people can help you to enjoy the game. Plus you’re leading by example and likely encouraging others to reciprocate by telling you what they like.

Now that we understand what each other want, we can work to give each other the game we’re looking for. This means consciously and positively:

  • Engaging with the direction and themes of the story
  • Playing towards the role and image of the characters
  • Building connections and synergies with the rest of the group

Engaging with the direction and themes of the story is what, in a traditional GM’d game, would often mean “following the GM’s plot hooks”. In other words, the GM has prepared a story, therefore you engage with that story. You swim with the current rather than against it. But also, whether you’re in a GMless game or a GM’d game where the group are more closely involved in setting the direction, you follow the other player’s “plot hooks” too. If the players have said they want to engage with particular themes, then it’s just as important (maybe more so) to help them do that as it is to follow where the GM is pointing the story. If we’re all here interested in romantic rivalries, then we can have fun playing into that space by flirting, showing jealousy, opening up new relationships, and so on. And we might choose to ignore the GM’s plot hooks to do this, if it seems like that’s what the group are most interested in. In fact it’s just as much the GM’s role, as a cooperative player (the GM is a player too), to step back and take their foot off the gas, making space for us to address these themes.

Of course even better is if we can cleverly make the GM’s plot hooks and our desire for (in this example) romantic rivalries fit together. A really skilled GM will find out about this interest at the start of the game and build their plot hooks around it. And then we as a group will skilfully use the GM’s plot hooks to get the juicy romance plot we wanted. That is what cooperation looks like: everyone striving together towards the story they want.

Playing towards the role and image of the characters is what has been called elsewhere “playing to lift up”. It means having a clear idea of what each of the characters want to do, and how they want to be seen, and taking action to support that. A really basic approach to this is sharing and (where appropriate) ceding the spotlight so they can have their time in the sun. But you can be much more pro-active than that. For example, if another player describes their character as a leader, then that means they want to lead. A leader has to have people who look up to them, who listen to them, who follow them. As a cooperative player, you can help with that by portraying your character looking up to them, listening to them and following them. You might even at times step away from situations where you are naturally inclined to lead, to make space for them to do so. You might give them explicit encouragement when required, saying “these people need your leadership” to prompt the player to push the character into the role they wanted.

You’re like a backing singer or supporting actor working to make the main character look good. This doesn’t have to mean “look good” in the sense of “look like a badass” – if the player wants their character to be comic relief, you can help them do that too. If the player wants tragedy and pain, you can be the one dishing it out. The point is to know what they’re after (again, if you aren’t clear, ask) and help to give it to them. This may mean you have to tweak your own idea of what your character would be like. Hold your ideas about your character loosely, making space to adjust them to be a better supporting act for other people. Perhaps you didn’t really envisage your character as someone’s follower. But take a moment to think – could they follow another person? Maybe they are a leader in some contexts and a follower in others? Try to keep your character malleable enough that they can fit in with what is going on at the gaming table.

As with the story themes, this is a job for everyone, including of course the GM. And it’s also important to say that you get to have your time in the sun too. Sometimes you’ll be stepping back to make space for someone else’s preferred role to play out, but sometimes you should claim your space in the spotlight.

You can be even more cooperative here by inviting others into your spotlight time: if you’re the leader, ask if anyone wants to be your follower right now. If you’re the protector, ask if anyone wants to be protected. This is where building connections and synergies begins to become important. Right at the start of the game, you can look for roles that are complimentary (leader/follower; mentor/student; unrequited lover/oblivious object of desire). You can also do this in real time during the game, identifying where your cool action in the spotlight could involve someone else. Invite others into what you’re doing. You can come up with any pretext you like: perhaps there’s a genuine logical reason why you’d want a wingman for this mission, or perhaps your character just feels like some company.

The reverse also applies. Don’t be shy in asking if you can get involved in what other people are doing. Having two people in the spotlight at a time means twice as many people are having fun, but also potentially they’re having fun in ways they couldn’t otherwise. Sure, the sneakthief could just go off and do a cool stealth mission on their own. But might it be even more fun for them if there’s another character (you) tagging along, permitting the action to be peppered with conversation, perhaps allowing them to rescue you from a tight spot.

Stepping into someone else’s spotlight is a bit risky, because it could feel like you’re hogging the spotlight or treading on their toes. This is a good time to take the conversation out of character and ask the player whether they would enjoy having you along rather than just having your character ask theirs. Once they’ve said yes you can continue to exercise your judgement about how best to support them and lift them up, enhancing their enjoyment rather than crowding them out.

You can weave the whole of this together into the most beautiful connections and synergies if you want to. The themes of the story can support the desired roles and relationships, and vice versa. That’s what a really tight design can do, by the way – some games dish out character archetypes, relationships and mechanics that are all mutually reinforcing. But you don’t necessarily need the game to do that for you if you are actively working together to do it yourselves. There’s probably such a thing as a too tightly-woven mesh of themes, roles and relationships; you may be going too far if you’re just pre-deciding everything that’s going to happen in the game. But definitely having awareness of what everyone around the table wants and consciously working to play into those things, will create a more cohesive and fulfilling game for everyone.

I personally think that cooperation is the apex skill for roleplayers. You can be an amazing character actor, a genius at deploying the game’s mechanics, an incredibly evocative narrator, a brilliant problem solver, and many more besides. These all can make a contribution to a great game. But if you’re taking those skills and pointing them at the other people at your table, positioning yourself to connect with them and support them in what they’re doing, you’re going to come off as a much better roleplayer, and get a much richer game to boot.

The rock of dramatic potential

It is a fact that some roleplaying games get into the meat of the story faster than others. One way to do this is to have a clear mission which is the focus of play, like “raid this dungeon” or “investigate this murder”. But what about the more character/relationship driven side of play? What is the difference between a game that cuts straight to interesting, meaningful drama, compared to one that takes ages to get going, whose relationships are lifeless or where the drama is just sound and fury, signifying nothing?

This isn’t just a theoretical question. I’ve lost count of the number of games that have handed me (through character/ world building at the start of the game) a bunch of interesting characters and intriguing relationships, but where I and the other players were at a loss where to start with bringing them to a head. The result, too often, is unsatisfying early scenes where we skirt the drama, or charge headlong at it, emotionally flailing at each other, but without any real sense of meaning.

I think of interesting RPG drama as like a rock that you must get rolling. The rock must have the heft created by meaning, but it also must have momentum so that interesting scenes can happen. To get the rock moving, you must roll it up the hill of dramatic potential, before it can roll down that hill, generating interesting drama in its wake. Games vary wildly in how big a rock they give you, but also in how much work they do to roll the rock up the hill.

Metaphors are all very well, but what does this mean in practice? Let’s take an example of a potential PC romance. A classic game like D&D wouldn’t bother to give any help making such a romance happen; it’s entirely in the player’s hands to do that. They might decide to introduce some romantic interaction but it might feel forced, or require quite a bit of work to get it going or make it feel significant.

Indie games might more typically help set up some potential, by asking you relationship questions like “which other PC do you have a crush on” or even “which other PC are you in love with”. This, then, is the rock: pre-generated emotional weight. It means weaving into your character’s backstory (even if only implied backstory) a sense that they have been interested in this other character for a while. It gives them an automatic reason to pursue a romance, and makes any resulting scenes more significant for them.

But it’s still pretty boring, as it stands. Even having established that one character (let’s call them Romeo) is in love with another (let’s call them Juliet), we don’t have a particularly dramatic relationship. One person being attracted to another, even in love with them, does not make for drama. Romeo may ask Juliet to dance with him, or suchlike, and she is left to either respond positively or negatively. Perhaps they’ll even hop into bed straight away. Which is fine, but not terribly dramatic or meaningful, because we have no real sense of their emotional context beyond “he’s in love with her”.

It’s actually pretty hard to get started on a conversation with your crush, as Peter could tell you.

For drama, there must be this emotional texture and, ideally, interesting complications. Consider these alternative starting relationships: Romeo is in love with Juliet, and Juliet is in love with Romeo, but they belong to warring factions who will never accept their love. Or: Romeo is in love with Juliet, but Juliet cannot forgive Romeo for killing her best friend. Or: Romeo is still in love with Juliet, after their marriage ended in acrimony.

These wrinkles add colour and meaning to a bland relationship, and they set up interesting stuff to happen in play. The warring factions are going to get up in Romeo and Juliet’s face and force them to work to have their romance happen. Or, Romeo is going to have to work to get Juliet to even consider him, and whether she says yes or no it will be freighted with meaning for them both. Or, their every action will be loaded with the regret and longing of their broken relationship and the question of whether it can ever be revived.

Good stuff. This has made the rock heftier, because it’s made the relationship more interesting and dramatically meaningful. Anything that happens to that relationship in future will be more significant because of the work put in to define and complicate the relationship.

But it still takes work to roll the rock up the hill. Some of the above starting relationships have more dramatic potential than others. What this amounts to is, to what extent is the relationship in a stable equilibrium where there’s no real reason to expect interesting stuff to happen, and to what extent is the relationship close to an interesting turning point or crisis that will throw it into motion. If Juliet hates Romeo’s guts because he killed her best friend, that is very interesting but seems like a brick wall in Romeo’s path. It’s hard to know how he even gets started romancing her, because the obvious answer to any move he might make is “get lost, friend-killer”. The relationship is stagnant, immobile. One of the people playing these characters is going to have to work (probably a lot of work) to get their character into a position where that can change.

Did you just kill my best friend? Get lost, friend-killer!

In contrast, if Romeo and Juliet are already in love, and there’s already a war between their factions, then that is close to crisis point. You can immediately see the possibilities for scenes that will pit their love against political reality. All we need do is have their midnight tryst witnessed by a faction member, and we are straight into crisis. Or perhaps we can have a close faction ally of one character kill a close faction ally of the other, to throw the relationship into conflict and emotional confusion. Here, the rock has been rolled nearly to the top of the hill, and it takes only a little more work to push it into action.

We can get the rock even closer to the top of the hill, very easily. Put simply, we can decide at the start of play that a crisis or turning point-inducing event has already happened. So for a starting relationship: Romeo and Juliet are in love with each other, but Romeo just killed Juliet’s best friend. Our game will start with Romeo having to decide how to break this news to Juliet or perhaps to try and conceal it from her. That’s an instant scene starter and, no matter what Romeo does, a drama-generator. The rock has practically started to roll already.

We could have started from cold (as in the D&D example above) and got into the above very dramatic situation in play, and there is a good argument that getting into stuff in play is more interesting than just defining it up front. But doing so entails a lot of work, during which no drama to speak of is happening, and with the risk that we’ll never get there. After all, good authors sometimes struggle to create engaging, meaningful drama between characters. It isn’t actually easy. Instead of taking that risk, we can kickstart the drama, propelling us towards exciting in-game decisions that lead to more drama, if work has been done to put the characters at some kind of inflection point at the start of play.

We can do the same thing but with a slightly less immediate “must address this NOW” feel by putting the crisis-inducing event further into the past. Like this: Romeo and Juliet are in love with each other, but Juliet doesn’t know that Romeo was the one who killed her best friend. Which other character knows about it? This approach puts the rock of dramatic potential at the top of the hill, but stationary. It only takes a nudge to throw it into motion: the character who knows Romeo did the deed tells Juliet. But that nudge can be held back and delivered right at the most exciting moment, when it will cause maximum emotional chaos.

Creating dramatic potential and putting things close to (or preferably at) an inflection point is particularly important for one-shot play. If you want character relationships to be front and centre in a one-shot, they simply must be made complicated and pushed to an inflection point, so that meaningful drama can happen in the session. Campaigns also benefit from this because it gets things going right away and enables the relationship to further develop rather than struggling to get going in the first place.

So, whether you’re a game designer or a GM or player, you can help to get drama going in your games early by:

  • creating emotionally charged relationships at the start;
  • complicating them; and
  • putting them at or near an inflection point as play starts.

These simple steps will virtually guarantee exciting emotional drama right from the word go, and make you wonder why you ever settled for questions like “who do you have a crush on?”

That guy is up to something

When you’re playing a game where there’s no GM throwing plot at you (e.g. Fiasco) or where there is, but they are leaving you, the players, to decide what to focus on (e.g. Apocalypse World) or indeed, where there is but they aren’t creating plot per se at all (any sandbox game), the role of players is different to your traditional GM-as-plot-provider game. And you have to do different things to make those games fun. Things which might even be considered antisocial in another game.

What I’m talking about is having an (in character) agenda. Your character should be up to something. They have at least one thing that they want, and not just in an abstract “fleshing out my character” way, but in a concrete “this is what I’m going to do right now to get it” way.

Fiasco is a perfect example because the entire drama comes from your stupid, short-sighted, out-of-control characters pursuing your goals. The game even forces at least one of you to have a game-generated Need! But it still needs the oomph from the players, the drive that makes the game tick. You can’t be sitting back and fading into the background in a game of Fiasco! Or rather, you can, but you (and the other players) may not have as great a game as a result.

Now I want to be clear here, I’m not saying that you should be constantly pushing your character’s agenda Out Of Character. When it feels like you can’t turn around for character X getting up in your face trying to do their thing, that isn’t fun. Your character is up to something, yes. You, on the other hand, are up to something else – trying to make sure everyone has fun, hopefully.

Fiasco and other “GMless” (or GM-light) games throw the spotlight onto the players in a way that can be a lot of fun. If you’re pushing your character into action to get what they want, while leaving space for the other players to do that for their characters, you’ll get a lot out of these games.