Featured image of post Being a Fan of One Another

Being a Fan of One Another

Getting the best TTRPG experience through collaboration

Being a Fan

A GM principle appears in Powered by the Apocalypse games and many others: “Be a fan of the players." It’s excellent advice on its own. The GM isn’t the players' adversary, and they should celebrate the players' successes and not cheer or gloat when things don’t go their way. It serves as a reminder that even though the GM might make things difficult for the player characters, it’s not directed at the players themselves.

I like to broaden this concept to include the GM, and how the players interact with one another: “Be a fan of each other”. It emphasizes mutual support, enthusiasm, and encouragement among players and the GM.

Following are a number of ways I think this can break down. I don’t think that every game should follow every one of these guidelines, or even that they’re appropriate for all games or groups. They’re presented here as examples.1

Celebrate Each Others' Ideas and Characters

Players: Tabletop RPGs are full of unique ideas, from innovative character builds to surprising plot twists. Being a fan of each other means you celebrate the remarkable, creative contributions your fellow players bring. When another player introduces a quirky character, an unexpected solution to a problem, or a heartfelt emotional moment, express your excitement! A simple “That’s so cool!" or “Your character is amazing” goes a long way in building a positive table atmosphere.

GMs: As the facilitator and arbitrator of the game, you should highlight and celebrate what makes each character unique. Find moments to showcase their backstories, quirks, or key abilities in the game world. Let the spotlight naturally rotate so everyone has time to shine. When a player takes an interesting risk or puts effort into their roleplaying, react in a way that acknowledges their effort.

Highlight Everyone’s Strengths

Players: Recognize what makes each character unique. If someone’s character is an expert hacker, let them take charge in a cyber-espionage scene. If another excels at combat, enjoy their powerful moments in battle. Acknowledging these strengths creates a dynamic where every player feels valued for their unique contributions to the game. This also builds trust and confidence, making the players feel like essential parts of the team.

GMs: As the GM, you control the world, and that is your opportunity to ensure the PCs' strengths come into play. Tailor situations that allow each PC to shine. A well-timed moment that leans into a character’s expertise — such as their magical knowledge, social charisma, or technical skills — makes the player feel like their character matters and can contribute meaningfully. Balance the scenes so that everyone’s abilities are acknowledged and celebrated.

Encourage, Don’t Compete

Players: Tabletop RPGs are cooperative storytelling games, so the goal is for everyone to have fun together, not to “win.” Avoid treating other players as competition. Instead, see them as collaborators in crafting an exciting narrative. Offer support when someone is stuck or unsure. If another player pulls off something amazing, instead of feeling overshadowed, enjoy the success as a group victory. Think of the game as a shared journey where everyone’s contributions lead to the best possible experience.

GMs: You’re not there to “beat” the players or create impossible challenges. Instead, encourage teamwork among players and help them find ways to work together. Facilitate group problem-solving and balance individual and collective accomplishments, making the game feel like a shared experience rather than a competition. Remind players of rules they may have forgotten or advantages they may have overlooked.

Provide Positive Reinforcement

Players: Positive reinforcement is one of the easiest ways to build camaraderie at the table. When someone does something awesome — like making a clever decision, roleplaying a moving interaction, or pulling off an epic combat move — acknowledge it enthusiastically. You can compliment their actions, celebrate their success, or even roleplay your character being impressed. This creates a feedback loop where players feel encouraged to keep contributing and taking creative risks.

GMs: Encourage player creativity by actively responding to their input. For example, if someone attempts a bold or unconventional action, consider rewarding it with narrative benefits or extra flavor. If they make a suggestion about something in the fiction, don’t shut them down. In fact, ask them first about what their characters see or find. If a player roleplays a touching scene, give it emotional weight in the fiction. Make the players feel that their ideas matter, and when they contribute to the narrative or the world in meaningful ways, reflect that in your own narrative.

Collaborate

Players: One of the most magical aspects of tabletop RPGs over reading fiction, watching a movie, or playing a video game is collaboration. Don’t view your participation in the game as ending at the boundaries of your character sheet. Engage with the storylines of other players' characters, offer ideas that enhance the overall narrative, and enjoy the shared world you’re all creating. This collective investment makes the experience richer for everyone involved.

GMs: You might create the world, play the NPCs, and set situations before the players, but the narrative truly belongs to everyone. “Being a fan” means allowing players' actions and choices to shape the narrative in meaningful ways. Let their character arcs develop, adjust situations based on their input, and listen to their ideas. Your excitement for their contributions and asking them directly for input will inspire them to become more invested.

There’s No Room For Conflicts?

You’ll notice that nowhere do these principles say to avoid conflict or for the GM to “take it easy” on the player characters. While everyone at the table works together to create a fun and engaging experience, the narrative they create will not be devoid of challenge or conflict. Having your characters come into conflict with one another while maintaining a collaborative and friendly dynamic is a powerful aspect of tabletop RPGs, and can make the game more engaging and profound. So feel free to create rivalries, adversity, frenemies, enemies, or whaever between player characters. Just make sure everyone distinguishes the players' relationships from their characters' relationships.

Player vs. Character Conflict

Even though everyone at the table is on the same side when it comes to making sure the game is fun and exciting, it doesn’t mean that the characters the players control are immune to conflict. Characters can still have rivalries, grudges, and disagreements, all of which can create dramatic tension. Character conflict is an opportunity for players to explore new dimensions of their characters. Rivalries or disputes within the group add depth as long as the players know how to separate in-game tension from out-of-game relationships. The conflict is part of the narrative, not the social dynamic of the players themselves.

The Role of the GM

The GM’s role isn’t to facilitate a smooth ride for the players but to introduce obstacles, whether combat challenges, ethical dilemmas, or personal hardships. You have to create difficult situations for the player characters because overcoming these hardships is where the most compelling stories come from. Collaborating with the players doesn’t mean the world they build together will be a soft or easy place to live. Challenges, high stakes, and consequences for failure are necessary to maintain engagement and tension. When they succeed, it gives the players a sense of accomplishment, making the victories feel earned and meaningful.

Conflict Fosters Growth

Both player characters and the group as a whole can evolve through conflict.Whether it’s interpersonal drama between characters or external adversity presented by the GM, these elements help drive the story forward —- and without them the game can grow stagnant. A character might wrestle with a personal flaw or change their outlook after a challenging encounter. Likewise, player characters and NPCs might grow closer or drift apart after facing a shared hardship. The GM should provide opportunities for this growth by testing the characters through emotional, social, and physical challenges.

Balancing Conflict and Collaboration

The conflict must stay within the bounds of the story and characters. The players should always communicate and ensure that any tension between characters doesn’t bleed into real-life feelings. Setting clear expectations and boundaries around in-game conflict enhances the ganme without harming the social dynamic of the group. Safety tools are an important part of this, as they help create a safe space at the table to enable players to play through their inter-character conflicts. Safety tools let players agree to subject themselves to difficult situations, understanding that hardship in the story leads to richer narrative experiences without sacrificing having that safe space.

While the players and GM may have a friendly, collaborative dynamic, the stories they craft together thrive on conflict. Whether it’s friction between characters or challenges thrown in their path by the GM, adversity and tension are crucial storytelling tools. The group works together to face these challenges, but this doesn’t mean the road is always easy, nor should it be, and it certainly doesn’t mean that having those challenges and conflicts makes everyone less of a fan of each other.


  1. This should go without saying, but in giving these suggestions I’m not implying anybody who does things differently, or doesn’t do all of these things, is “playing wrong”. I am not a fan, for example, of highly adversarial GM-player dynamics (or even player-player dynamics), but I recognize that there are good games out there which lean into them. But those who enjoy those games do so with consent, as opposed to a toxic antagonistic relationship.Similarly, there are those who see tailoring encounters, scenes, etc. to the PCs' skills and abilities is taking away their agency or choice. This is not wrong, and is a perfectly valid way to view the practice. The goal here is to get you to start thinking about the principles presented, particularly if they are new or you never have before. Pick and choose what works best for you. ↩︎

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