Player roleplaying tips are a good idea to keep in mind, whether Milhamah RPG is your first go at the hobby or now.
Remember, the player’s job is to create, manage and make choices on behalf of his or her own agent, also known in many games as a player character. At the Narrator’s discretion, the player is able to make dice rolls that may alter the agent’s actions, and thus the story too.
Stay in character
Consider the information you put together during character generation. Motives, fears, virtues and flaws can all work together to create a multidimensional character.
During gameplay, be ready to tell the Narrator how your character will act or react to story developments and conflicts.
And when describing your character actions, make the moves as descriptive as possible. Don’t just say, “I attack.” Say something like, “I catch an opening in my enemy’s stance, and I leap to my feet, wind my baton behind my back and swing it toward the enemy’s throat like an uppercut.”
Think through your senses, as if you were there: the visuals, the sounds, the smells, the lighting!
However, it’s not your job to tell the Narrator which skill or attribute you use, or when it’s time to roll the dice. Once you’re in the middle of a dice roll, you may (usually) decide which dice to freeze and keep and which to reroll. But the initial decision for rolls rests with the Narrator.
Think like an actor
Don’t be afraid to ham it up a bit. The Milhamah ethic is bold, audacious and outlandish. A bit of hyperbole could make your playing experience larger than life. Think up dialogue, develop a unique voice or accent, stand up and use gestures.
But when in Rome…
At the same time, be considerate of the other players and how they want to play. Treat them as teammates. If they want to engage in a drama full of suffering and sacrifice, be careful about acting like a nonsensical fool. If your party’s characters are peacekeepers, don’t be a murderhobo: someone who tries to attack or kill everybody in one’s way.
Also, abide by the Narrator’s house rules when it comes to adult content. Personally, this game recommends keeping things rated G, PG or PG-13. But your playing group will likely have their own house rules, with different tolerances and comfort levels for graphic violence, strong language, sexual themes, drugs, religious taboos, politics and political incorrectness.
The overall Milhamah spirit is based on courage, truth, faith and defying tyranny. But to avoid awkwardness or out-of-game conflict, consult the Narrator first if you have any questions about content. If your standards are unbridgeable with theirs, join a different group or make your own!
It’s a good idea to be a sportsman and practice teamwork with your fellow players and their agents. Being a jerk is not against the rules per se, and if everyone (including the Narrator) is on the same page with backstabbing and treachery, go for it. But you’re likely to aggravate your fellow players and make the experience less fun for everyone.
Make it rewarding
Most of the time, Milhamah RPG should be fun for the players as their characters embark on an adventurous romp full of fellowship, exploration, excitement and achieving their dreams. However, some people may choose to play the game as a simulation of the horrors of war or the shades of gray. Some may want to turn anti-Bavel resistance groups into cults instead of liberators. Or they might want to play as Bavel agents who seek to stay one lie ahead of the public.
But the end result of play should always be rewarding — an emotional, intellectual or moral roller coaster ride.
As a player, if your character is no longer enjoyable or rewarding to play, consult the Narrator when game time is not in session. Maybe the two of you can think up ways to spice up the characters. Or the two of you might be able to think of a way to retire or ceremoniously put the character out of commission, so you can generate a new character.