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How to deal with solitary party member?
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<blockquote data-quote="Greenfield" data-source="post: 7442765" data-attributes="member: 6669384"><p>I had this guy. </p><p></p><p>It became obvious after a while that it was an ego thing: The DM had to keep twisting the adventure path so he'd be included.</p><p></p><p>It got so bad that, in one Supers campaign we restarted with a common "white event" where all the PCs got their powers together. That way they'd know each other and the team construct would be built in.</p><p></p><p>As soon as his character got his powers he took off, so he could claim that he didn't really know these other people and wouldn't be part of the group.</p><p></p><p>The solution? He wasn't part of the group. I stopped catering to his "beg me to play with you" tricks and just ran the game for the PCs who bothered to show up where the action was. He sat on the side lines, bored to tears.</p><p></p><p>I'd like to say that he learned his lesson, but he didn't. He got noxious and nasty words were said on both sides and he got himself thrown out of the game shop we played at. Chortling about how much fun his cat would have with the shop owners' hamster was the final straw.</p><p></p><p>Despite our unhappy ending, my advice is still to run the game for the players who actually want to be in it. Don't kill his character, don't have bad guys pick on him or monsters chase him back to the group. If he's like my loner player he'll enjoy the attention, even if it's negative. Just run the game and let him decide if he wants to be part of it. It's no loss if he quits, since he really isn't there anyway.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 7442765, member: 6669384"] I had this guy. It became obvious after a while that it was an ego thing: The DM had to keep twisting the adventure path so he'd be included. It got so bad that, in one Supers campaign we restarted with a common "white event" where all the PCs got their powers together. That way they'd know each other and the team construct would be built in. As soon as his character got his powers he took off, so he could claim that he didn't really know these other people and wouldn't be part of the group. The solution? He wasn't part of the group. I stopped catering to his "beg me to play with you" tricks and just ran the game for the PCs who bothered to show up where the action was. He sat on the side lines, bored to tears. I'd like to say that he learned his lesson, but he didn't. He got noxious and nasty words were said on both sides and he got himself thrown out of the game shop we played at. Chortling about how much fun his cat would have with the shop owners' hamster was the final straw. Despite our unhappy ending, my advice is still to run the game for the players who actually want to be in it. Don't kill his character, don't have bad guys pick on him or monsters chase him back to the group. If he's like my loner player he'll enjoy the attention, even if it's negative. Just run the game and let him decide if he wants to be part of it. It's no loss if he quits, since he really isn't there anyway. [/QUOTE]
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