Magnus wrote:Agreed, there are many ways to be a bad gamer. But the question asked was what makes a good gamer.
Then you entirely missed the point of the post. The point was that any quality, taken to the extreme, can result in a bad gamer. The trick, then, is to reign in the more extreme cases.
Allow me to demonstrate "bad gamer" versions of your own list, to illustrate.
1. Creates a character concept that is appropriate to the theme of the campaign and compatible with the rest of the characters.
1. This can easily go astray because it can lead to characters that are bland, uninteresting, or possess of themselves little motivation or unique attributes. Party conflict is not, in itself, a bad thing. It's the extremes that result in the problems. If everyone takes the role of Gordon Freeman, mute protagonist who blindly follows orders, there's not much to the role to play, but it is very much compatible.
2. Conveys that character with an identifiable personalty.
2. Here we have the opposite problem, the Center Stage, the Loony, and the Character Actor all can come out of this. Like I said above, that's not a bad thing, and having a well defined character is good, but note that you yourself put two potentially negative traits together in an attempt to moderate the extremes. See where this is going?
3. Watches for and follows plot hooks.
Oof, this one is tough. On the one hand, yes, paying attention to plot hooks can be a good thing, but it can also be a really, really bad thing. A tabletop RPG is a game of give and take between the players and the GM. It's not just the GM coming up with missions and the players going out to complete them. That sort of dynamic can work, but it lends itself far too much to railroad plot design, which some players will not like. This isn't an issue of good versus bad. Liking highly structured games or liking games with more freedom is a preference, not something that can be decidedly labelled good or bad.
To illustrate, from the files of "sometimes flavor text is just flavor text, except when it's not". When I was running my Star Wars game, I included a brief throwaway line about Kyle Katarn going missing. My original intention was to have that explain, timeline-wise, his disappearance for the events of Dark Forces 2: Jedi Knight. It wasn't a big plot point, it was just some added flavor for the players to give them a sense that there were things going on in the galaxy around them, and name dropping some characters from the EU in the process. There were other plans to have him involved later on, but I figured I'd let them get there later.
This was instead interpreted as a plot hook, and the players wanted to go off after him and help him out. There were other things they had on the table that needed doing, but they really got fired up about helping out Kyle Katarn.
So, as a GM, I tabled my plans for the next several sessions and let them work their way towards finding the lost Kyle Katarn. Had I been stricter, I would have discouraged them from going, despite the fact that their characters really wanted to, and I would have missed out.
I could go on for hours with how players, using their character's motivations and ambitions, help drive the game more than obligatory plot hooks could, just from my own experiences. Part of that is based in how I GM games, but ultimately, again, it's neither good nor bad. A good GM, which is another subject, however, should be able to balance player randomness with their own story reasonably well.
4. Pursues side goals that other characters can become involved in.
4. There is nothing wrong with engaging in selfish character goals, especially depending on the setting. As long as the table is not dominated by secret notes to the GM and whispered conversations in other rooms, there's plenty to be done here. Now, if the game mechanics work against you, that's another thing entirely. Case in point, hackers in most cyberpunk games, until recently, had to do their runs separate from most of the party. That sucks, but not having a hacker in a cyberpunk game can be a real pain in the ass.
The trick here again, is balance. Let's say you have a character who, for whatever reason, has a goal that not only can other people get involved in, but in fact they NEED them. The risk is high, and the payout is minimal, but this character begs and whines and pleads with everyone to do it for them. Once again, a bad gamer.
5. Accepts DM decisions, especially when DM is wrong.
5. Oof. Again, this one is tricky since yes, at the end of the day the GM is god and they control their games. Everyone, to a certain point, has to bite their tongue when the GM makes a call they don't like. That said, no, I'm sorry, I've had enough bad GMs to say that sometimes you just can't take that shit sitting down. When a GM arbitrarily decides your character is shot in the head because they made a shitty call, or even more fun, a series of shitty calls, they can fuck off.
And yes, really, really bad gamers can result from this. Particularly ones who are friends with the GM and butter up the GM, accepting marginally bad calls to seem more reasonable so that they can whisper in the GM's ear about calls they really should make.
The GM/Player relationship is a delicate one. Some GMs go mad with power and have this utterly insane idea that because it's THEIR game and THEIR table, it's their given right to be power-mad dictators.
Nothing could be further from the truth.
At the end of the day, the players need to trust the GM to be fair, that a ruling made will apply evenly and fairly and that it won't end up screwing over any given player. The GM is the arbitrator of disputes, as well as the source of challenges. While yes, the game cannot continue without the GM, so can it not continue without the players.
A good GM, when there is a dispute that cannot be handled at the table, for whatever reason, will postpone the discussion (and the consequences) until such time as all parties are calmed down and can discuss things in a more level-headed fashion. Good players, on this note, should not press on while angered, but such a thing is hard to do. Ultimately, the conflict from this arises from preconceptions about the rules, which is something all gaming groups must wrestle with.
Thing is though, rules disputes tend to be case-by-case sorts of things. It can make a huge difference in the resolution as to what was the reason for the ruling. Was it something convenient for the GM that gave him an advantage over the players at that moment? Was it a player taking advantage of a broken rule to gain an unfair advantage? Was it just a new situation that the rules didn't adequately cover that took both groups by surprise? Was it malicious, was it accidental? Did it result in a character or major NPC death when it really shouldn't have? These are crucial things to know, and go far beyond simply stating "obey the GM".
Ultimately, a good player has to know when to walk away from a game that is no longer fun as well as try to keep the peace to prevent minor disputes from getting blown out of proportion.
6. Gives DM honest, constructive feed back when asked.
6. This is the best example of a good player rule you've given yet, but I would go one step further and say that a player should give the GM feedback whenever possible. If you wait for the GM to ask, then you're off balance because you RIGHT NOW have to think of what to say, as opposed to crafting those words on your own time. Know what I almost always get when I ask for feedback when I GM? "Oh yeah, it was fun, look forward to the next game." I don't have to explain why that's not terribly helpful.
7. Encourages other players to develop their characters.
7. Again, this one is good but it doesn't go quite far enough, since this could easily be taken to the extreme of "don't do anything, you might take away from someone else's fun".
To that end, it's good to encourage people to do things if they're a bit shy or don't know what they should be doing, but ultimately if they don't step forward and take the reigns once in a while on their own, what are they doing there? The Social Gamer is an example of this. Some people don't come to game, they come for other reasons. There's nothing wrong with that per se, but when nothing happens in the game because of that, it's frustrating because effort went into the game itself.
Here's the tl;dr bit, in case you didn't bother to do more than skim that. There's no such thing as a perfect gamer, or hard and fast rules one should follow to be a "good" gamer. There are good qualities that one should have, but most of those rate with being a relatively social person.
And that's just it. We're all people, socially interacting with each other with a common purpose. Gamers need to work out these issues in their social groups in order to enjoy interacting with each other.