Burning Questions: How Do You Deal With Ludicrous Players?

Hello and welcome to another edition of Burning Questions. Today’s query: "In Dungeons and Dragons, how do you deal with players who constantly find ways of wrecking all of your planning as a DM with ludicrous actions no sane character would take?"

Hello and welcome to another edition of Burning Questions. Today’s query: "In Dungeons and Dragons, how do you deal with players who constantly find ways of wrecking all of your planning as a DM with ludicrous actions no sane character would take?"


The Short Answer

Regularly communicate with your players and attempt to resolve issues diplomatically.

The Long Answer

This has the potential to be great fun or render the game tedious. My DM style relies heavily upon improvisation and backup plans, but sometimes it's rather difficult to deal with the unpredictable and insane actions of an errant party.

When this type of thing pops up, I have a few ways of handling it. First, I’ll consider the character’s actions and determine whether it’s in-character for the PC to perform those actions. If it isn’t, then per the rules of the game, an alignment change may be in order. This can have adverse consequences on the character. For instance, a lawful good paladin decides to kill a blacksmith over the cost of a sword. This evil action is enough to throw the paladin from the grace of his/her deity and set them on a completely different path.

An alignment change doesn’t have to be a negative thing—it can be a new creative outlet for the player and their character and even drive the story into unknown territory.

Another great way I’ve found to handle this is to make it a part of the game or use it as a role-playing opportunity. Sometimes a character’s actions may be conducive to setting up an encounter in a different way or providing some additional plot elements to the story. If the rogue is engaging in outlandish behavior, they could be under the influence of a spell or some sort of magic item. It can be rolled into the character and create interesting elements of the game.

This is also an opportunity to take that player aside and ask them if their character would actually behave in such a way. If not, then ask them if playing that character is right for them.

This is tricky territory, because ultimately, players can—and likely will—do whatever they like in the name of fun. When that becomes disruptive, it's the game referee's job to get the game back on track, preferably in a mutually inclusive, friendly manner.

If it gets really out of hand, then an outside-the-game-discussion needs to happen. One thing I would rarely do is halt the game because the players did something unexpected, because that’s part of the appeal of D&D for me. Sometimes, though, the game has to end and everyone goes home.

This is a bit of an experiment and we’d love to know what our readers think about this topic in the comments. We’ll be back with another RPG Burning Question soon. Feel free to submit your own!

This article was contributed by David J. Buck (Nostalgia Ward) as part of EN World's Columnist (ENWC) program. When he isn’t learning to play or writing about RPGs, he can be found on Patreon or Twitter. We are always on the lookout for freelance columnists! If you have a pitch, please contact us!
 

log in or register to remove this ad

David J. Buck

David J. Buck


log in or register to remove this ad

jamesrich1

First Post
Firstly, I generally don’t “plan” out sessions in the sense that there is ONE SOLUTION to the problem. I generally present open ended problems. “Monsters are harassing the village. Deal with it.”
 

Thomas Bowman

First Post
The most ludicrous action I can think of is when player characters attack each other. That just shows me that the players aren't serious about playing the game and I find another group.
 

Related Articles

Remove ads

Remove ads

Top