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<blockquote data-quote="Byakugan" data-source="post: 6860980" data-attributes="member: 6816292"><p>Kind of a prickly pear situation. There is no perfect answer. Clearly playstyles do not match, so you either side with the single player, or side with the 'rest' of the table. </p><p></p><p>Me personally, I would try to cut the baby in half, because I am a mediator by nature. I am loathe to alienate any player at my table, even the ones that really annoy me. Almost all gamers tend to be eccentric, and I know what being outcast feels like. </p><p></p><p>The context matters in this case because it sounds like the rogue is -present- when combats start, but that he spends all of his time hiding/evading as soon as its his turn. If this is the case, the DM has some easy tools to 'force' the player to act in self preservation. There are lots of things he can't hide against, and there are enough of them that some of them are -going- to find him. Escape is not always an option. If he is gets knocked across the noggin a few times, it should get him going. If not, then there is probably some underlying issue causing him to be averse to the idea of killing stuff(even if it is pretend). That is the crux of the matter. If YOU think he is being deliberately obnoxious, or that he simply is not invested in playing the group game that AL is, then you should swallow the bitter pill and make sure his character dies. Then you ask the other players 'What do you do with the body?'. Faction charity only works if the body is recoverable...if they are really annoyed with him, they can give him a nice funeral pyre, say a sweet prayer and spread his ashes in a field...new character please. Odds are good he will take the STRONG hint that the other players won't put up with his crap. The players may verbally express their frustration that he isn't contributing enough but still give him 'one more chance'. You can even suggest such a course of action as an option. If he doesn't take the hint, he'll probably get bored of re-rolling lv 1 characters soon.</p><p></p><p>This is exactly the reason some tables have group charters that each player must agree to. I don't like them much, but I have played with groups that had to resort to such tactics to curb other players stealing from them, or taking unfair shares of the loot, or killing characters in their sleep. I have enough scars from such behavior that my spellcasters often use divination magic to find out if party members are stealing from them, or working against them.</p></blockquote><p></p>
[QUOTE="Byakugan, post: 6860980, member: 6816292"] Kind of a prickly pear situation. There is no perfect answer. Clearly playstyles do not match, so you either side with the single player, or side with the 'rest' of the table. Me personally, I would try to cut the baby in half, because I am a mediator by nature. I am loathe to alienate any player at my table, even the ones that really annoy me. Almost all gamers tend to be eccentric, and I know what being outcast feels like. The context matters in this case because it sounds like the rogue is -present- when combats start, but that he spends all of his time hiding/evading as soon as its his turn. If this is the case, the DM has some easy tools to 'force' the player to act in self preservation. There are lots of things he can't hide against, and there are enough of them that some of them are -going- to find him. Escape is not always an option. If he is gets knocked across the noggin a few times, it should get him going. If not, then there is probably some underlying issue causing him to be averse to the idea of killing stuff(even if it is pretend). That is the crux of the matter. If YOU think he is being deliberately obnoxious, or that he simply is not invested in playing the group game that AL is, then you should swallow the bitter pill and make sure his character dies. Then you ask the other players 'What do you do with the body?'. Faction charity only works if the body is recoverable...if they are really annoyed with him, they can give him a nice funeral pyre, say a sweet prayer and spread his ashes in a field...new character please. Odds are good he will take the STRONG hint that the other players won't put up with his crap. The players may verbally express their frustration that he isn't contributing enough but still give him 'one more chance'. You can even suggest such a course of action as an option. If he doesn't take the hint, he'll probably get bored of re-rolling lv 1 characters soon. This is exactly the reason some tables have group charters that each player must agree to. I don't like them much, but I have played with groups that had to resort to such tactics to curb other players stealing from them, or taking unfair shares of the loot, or killing characters in their sleep. I have enough scars from such behavior that my spellcasters often use divination magic to find out if party members are stealing from them, or working against them. [/QUOTE]
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