Communication

Communication

Communication between party members is critical in combat. The definition of communication is as follows:

A process by which information is exchanged between individuals through a common system of symbols, signs, or behavior. (Merriam Webster Dictionary)

I find this a helpful piece of information to begin with because we often default to verbal communication. So, while we will talk mostly about using your pretty words to convey information to your comrades, it’s worth noting this only one way you and your characters can discuss the situation at hand.

While following through on premade plans may not always happen, when it does, it can lead to quicker combats and fewer character deaths. Talking through who is doing what seems so simple on the surface. Effective communication can be quite difficult to achieve even in the best of circumstances. It’s fair to say that many situations arise that leave little time for planning, but that doesn’t mean that everyone needs to run around like chickens with their heads cut off.

Most characters have predetermined roles within the party. Fighters lead the charge, wizards stay out of harm’s way, and rogues do sneaky shit that may or may not be beneficial to the situation at hand. The DM also knows this and will throw curveballs at you so that combat doesn’t become the same old monotonous fight. How you as an individual and as a party reacts can be the difference between life and death, especially for the squishy wizard trying to hide in the back.

When, where, and how are all important factors when discussing effective communication. Below are some things to think about when trying to relay information to your fellow party members.

Downtime - It’s always a good idea for your characters to sit down, grab a pint of ale and discuss their previous escapades. Talking about the things that went right, the things that went wrong - usually terribly wrong - and everything else in between can lead to honest reflection and stimulate conversation on how to be better. It may seem like you are roleplaying character decompression, but in fact, you as a player are actually decompressing. It’s a good time to think through what occurred during your adventures and formulate a productive way to discuss what happened.

During Combat - Have you ever been accused of meta-gaming because you are talking through who will do what with their precious 6 seconds outside the game? It’s hard for players not to talk amongst themselves, usually in an attempt to prevent an untimely character death. There’s nothing wrong with working through a strategy to stay alive. It’s how you roleplay it that is the difference between meta gaming and proper character communication.

Once you have decided on a proper course of action, roleplay the conversation during your turns. Talking is a free action, so there’s nothing wrong with your character screaming at the wizard to cast fireball as they run away. In fact, it can make for some hilarious roleplay, and no one can accuse you of working outside the boundaries of acceptable play.

Side Conversations - There are times when the DM will pull a player aside to let them know something that has happened to their character. Whether or not the player decides to share this information is up to them. There is no right or wrong answer to this question, and if the player doesn't want to share what’s going on, they don’t have to, and you shouldn't make them feel bad about that.

Sidebar conversations amongst players are a different story altogether. Such chats can be dangerous, as they can throw off a party dynamic and break down trust between party members. When you have five people in a party and two decide to go off and do their own thing, or even worse, something to another character, the other players have every right to get pissed off. It’s a team game, so people's feelings can get hurt when the team doesn’t share information with everyone.

Be Honest - It’s hard to do, but brutal honesty is the best way to become more cohesive as a party. If you wanted to check for traps, but the barbarian just kept opening every door without a second thought, say that! If you are asked a question, even one as simple as “Should we open the chest in the middle of an empty room,” answer truthfully. It does not matter if everyone else wants to. Say no if you don’t think it’s a good idea. You may lose the argument, but you can take some comfort in saying “I told you so” when the chest turns out to be a mimic.

But Be Respectful - No one is going to listen to you if you act like a jerk, and nor should they. Being defensive, steamrolling others when they are trying to speak, or using foul and improper language isn’t going to help your cause, and the more you do it, the fewer people will listen to you. Of course, you can roleplay your character being crass or boastful as part of the game, allowing some fun and/or interesting interactions amongst characters. But as a player, there’s a simple rule everyone should follow.

Don’t be a dick.

Words matter - Using the right words is important. This is extremely important in real life, as after over 15 years of marriage, I still manage to use all the wrong words at the worst times. My wife is a kind and patient person and has learned to hear what I mean, not what I say, but I can’t expect my friends at the table to do the same. I’ve try to take a beat before opening my mouth, as my brain usually needs a few seconds (or minutes) to catch up. I’m not always successful.

Whether it’s something as simple as “this round” versus “next round” or as complicated as pleading your case to the king, make sure you choose your words carefully.

Leeroy Jenkins - Probably the worst two words you can hear during combat. This last and most deadly form of communication is when one party yells those two infamous words and rushes headfirst into a horde of kobolds.

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Problem Solving

Builds - Wizard Tank

Builds - Wizard Tank

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