The V.I.P.s

Occasionally I will have someone play in my game who is very, very good. This isn’t “good” in the typical game sense of course, since you don’t have to succeed in quests or get all the gold and power to be “good” at roleplaying. Usually these people are closer friends of mine, but there have been a couple people that I didn’t know outside of D&D that I would think of as a sort of elite level of player. To these rare people I would say “You are always welcome in any game I run”. If I’ve capped a campaign at 4 players, and one of these people wants in, I would make a 5th spot. There are a few reasons that I think someone is so awesome that I want them in as many games as possible, and I’ll break down what those are.
Team Player: The person understands that they are only one person in the story. They want to know what everyone else thinks, they want to ensure that they aren’t stealing the spotlight from everyone, and they consider how their choices will affect the other characters and the other players. They never mind handing off discovered treasure when it will better suit an ally. They will speak words of praise to the other players, they’ll work with them on the plans their party members come up with, and they’ll offer help as often as they can. Seeing someone play well with everyone else is a really wonderful thing for a DM.
Roleplayer: The story comes first, and that means their characters are unique, and interesting. Even if they aren’t fleshed out or deep at the start of the game, they understand how their character is shaped through their choices and experiences, and it shows. They consider consequences, and voice their character’s thoughts and feelings, not just actions. I once had a character whose alignment was magically changed to the opposite (from chaotic evil to lawful good), and didn’t just suddenly attack the party (which would be more lawful stupid), and instead roleplayed that night at camp, where he struggled with his newfound outlook, had tentative discussions of morality with the party, and then fled secretly into the night, incredibly sorrowful over the wrongs he knew he had done and could never atone for. It was truly emotional to see played out. It’s that sharing of the depth of experience I love from my players.
Adventurer: I love when my players have knowledge of how to be a good adventurer. When the party is told they have to investigate the old mayor’s mansion, this player goes to find public records for blueprints, and knows to ask around for rumours about the place. When they are ambushed by a troll, they are shouting to the party to kill it with fire or with acid. Aside from remembering to check for traps, distrusting letters sent directly to you when travelling, and buying items that are too good to be true, they also know a hook when they see one. A good adventurer player will roleplay their character to follow down the story hooks I lay down, and do so in a way that is not contrived, or done as if there are no other options. They lean into their chosen motivations, and search for the reasons that will make the most sense for following the paths I am laying out for them. Of course, they are also the first to deviate from the path once on it, if they have a new and creative way to get to the bottom of it, but that’s also the best.
Some people I just love having in my games because they can balance being funny, social, and focused extremely well. They do interesting and creative things, solve my puzzles, bypass my traps, and find my secret doors. They show other players how to play simply by making the game enjoyable to be in while they’re in it too. The greatest thing a DM can find is a bunch of people who will always be engaged, interested, and having fun. When I find a V.I.P. like that, they have a lifetime invitation to any game I can get them in.
