Problem Player Woes

Izmo

First Post
I'm a bit at my wits end with my situation. I dug myself into this situation, I know ...

TLDR version: How do you handle a friend who's making the group slowly miserable.

I've always had a pretty small pool of players to draw from for my games. Awhile ago we ended up playing with someone, who I'll call John, who had been a friend of mine. The other players were ok with it, and we got to gaming. Over time we really grew tired of his style of play though.

John is the most cautious player I've ever seen. John is the kind of guy that will hide a hundred feet away and watch a combat to see if he's needed, and runs at the first sign of trouble. When threatened with getting no xp, he figures out the least amount of work he can do to get credit, all while making sure he never draws fire on himself. It's hard to describe, but he's been a master of skirting the edge for awhile now.

Eventually our game fell apart, though not because of him. When a few newer friends of mine started talking about wanting to me to start up a game, I was excited. John heard about this, and wanted to jump in. I was cautious, and should have listened to my gut, but why not? "He's a friend, let's do this!" And I finally had a group again.

Ever since then we've had problems with him. I don't know if I can convey it well enough here, but again, he's the master of skirting that edge. Sometimes it's just bad playing, sometimes you can't figure out if he's doing it on purpose, and he's still completely concerned about dying. His most famous moment was when the group brought a Xill down to the brink of death, (one hit point), and rather then punching him in the face, as monks are known for doing I assume, he went total defense. For twenty seven rounds. While the group is down and dying. The group exploded on him, but decided not to kick him out.

John still plays overly cautious, even to the point of rolling multiple dice, over and over again in silence, to see which one is going to roll well before he commits to an action. He seemingly waits to make "the big play" instead of participating in every round of combat, like spending 5 rounds hiding, going invisible, casting fly, slowly going up the cliff, then, rounds later, casting Mage Armor and lying in wait, all so that he could grab a player out of a grapple and Dimension Door him to safety. He continues to drive the group mad with wonky characters, like making a sorcerer that rolls percentage to see if he's going to cast spells or fire his crossbow. He makes comments like his character has plans to wipe the entire group and "jokes" about how he's going to kill each one. Last week, when his character died, he calmly suggested we scrap the entire campaign story, and possibly scrap my world I've had going for 15 years, because he didn't care for the story or any of the other players' characters.

We've talked to him before, but he doesn't take any of the new players seriously, since he's been in the group longer. He laughs at concerns and thinks everyone ELSE is playing bad and not keeping up to his level. The worst is that he's not always this bad. Like I said earlier, he's the master of balancing on that edge and when he starts to push his luck, he backs off just enough.

So what should I do? What's the best way to go about solving this problem? Straight kick, no chaser? Group pow-wow? Start a three strike process? I've never had to kick a player before, ever, so I don't know how to go about it.
 

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Weeeell, it sort of looks like a mild OCD, which in connection of him being a friend outside of group would make me uncomfortable with kicking him out. That said, I'm not the one who's had to put up with his shenanigans :P

Since he's not giving rat ass about the group though, it might make things easier. I'd go with the three strikes thing - talk to him, explain the situation. After the thing is clear, each time he becomes a liability to team- a warning, and then... "It's not me, it's you". Killing his character might bring some much needed closure :)
 

Weeeell, it sort of looks like a mild OCD, which in connection of him being a friend outside of group would make me uncomfortable with kicking him out.

Mild?! I'd say its a fair way to severe myself! just talk to him about his behaviour and how it is making everyone else miserable. Use examples. If he is making the game less fun, and is unwilling to change (change should be permanent not 'backing off just enough') then boot him from the group. Tell him you still want to be friends (if this is indeed your desire) but you just can't play with him anymore if he is going to act like that.
 

To me, John seems to be playing a sidekick or henchman, not a hero. That's not intrinsically bad, if you design your encounters to be balanced for the number of effective PCs in the party. The key problem here might be that John manages to steal the spotlight, by painstakingly deliberating over his actions and talking down his nose at the other players.

The first thing I would try is to give every player equal time and voice. If John takes too long to choose an action, give everyone a time limit in combat. Make it clear through your actions that you're accepting input from everybody, not just the disruptive player. Just because he's been in the group the longest doesn't mean he should get more of a say in anything than anybody else.

If John refuses to allow everyone to participate fully, then remove him from the group on those grounds.
 

I'm a bit at my wits end with my situation. I dug myself into this situation, I know ...

TLDR version: How do you handle a friend who's making the group slowly miserable.

I've always had a pretty small pool of players to draw from for my games. Awhile ago we ended up playing with someone, who I'll call John, who had been a friend of mine. The other players were ok with it, and we got to gaming. Over time we really grew tired of his style of play though.

John is the most cautious player I've ever seen. John is the kind of guy that will hide a hundred feet away and watch a combat to see if he's needed, and runs at the first sign of trouble. When threatened with getting no xp, he figures out the least amount of work he can do to get credit, all while making sure he never draws fire on himself. It's hard to describe, but he's been a master of skirting the edge for awhile now.
The way to fix this, is that any round he dosent attack, the avatar of the god of cowards stabs him in the back
Eventually our game fell apart, though not because of him. When a few newer friends of mine started talking about wanting to me to start up a game, I was excited. John heard about this, and wanted to jump in. I was cautious, and should have listened to my gut, but why not? "He's a friend, let's do this!" And I finally had a group again.

Ever since then we've had problems with him. I don't know if I can convey it well enough here, but again, he's the master of skirting that edge. Sometimes it's just bad playing, sometimes you can't figure out if he's doing it on purpose, and he's still completely concerned about dying. His most famous moment was when the group brought a Xill down to the brink of death, (one hit point), and rather then punching him in the face, as monks are known for doing I assume, he went total defense. For twenty seven rounds. While the group is down and dying. The group exploded on him, but decided not to kick him out.
Twenty seven rounds?!?!?!? After three I would have told him to justify his actions, and when he couldnt, I would have thrown him out.
John still plays overly cautious, even to the point of rolling multiple dice, over and over again in silence, to see which one is going to roll well before he commits to an action. He seemingly waits to make "the big play" instead of participating in every round of combat, like spending 5 rounds hiding, going invisible, casting fly, slowly going up the cliff, then, rounds later, casting Mage Armor and lying in wait, all so that he could grab a player out of a grapple and Dimension Door him to safety. He continues to drive the group mad with wonky characters, like making a sorcerer that rolls percentage to see if he's going to cast spells or fire his crossbow. He makes comments like his character has plans to wipe the entire group and "jokes" about how he's going to kill each one. Last week, when his character died, he calmly suggested we scrap the entire campaign story, and possibly scrap my world I've had going for 15 years, because he didn't care for the story or any of the other players' characters.
And here is your answer to solve your problem: 'No. Good bye'
We've talked to him before, but he doesn't take any of the new players seriously, since he's been in the group longer. He laughs at concerns and thinks everyone ELSE is playing bad and not keeping up to his level. The worst is that he's not always this bad. Like I said earlier, he's the master of balancing on that edge and when he starts to push his luck, he backs off just enough.

So what should I do? What's the best way to go about solving this problem? Straight kick, no chaser? Group pow-wow? Start a three strike process? I've never had to kick a player before, ever, so I don't know how to go about it.

I am sorry, but if he is that bad, he needs to go. Explain to him exactly what the problem is, tell him how to fix it, then tell him he can either fix it or not play.

Do not be nice about it. Do not sugar coat it. Tell it like it is and demand that he changes his playstyle to the rest of the group, or to go away.
 

There's a couple of things here.

Joking about killing characters is passive-aggressive behavior. Wanting to ditch the campaign because he's not having fun is a sign; he may feel as trapped as you are. It's okay to be friends and not game together. Everyone learns in college that there are some friends you just shouldn't live with, some you shouldn't drink with and some you shouldn't gamble with. Doesn't mean your not friends, means your not soul mates. Not a big deal.

Playing a side kick kind of character is absolutely fine if you and the other players are on board. Playing a coward is absolutely fine if you and the other players are on board. Playing the tactical role of "the reinforcements" is absolutely fine if you and the other players are on board. Just make sure that you and the other players are on board.
 

Weeeell, it sort of looks like a mild OCD

Mild?! I'd say its a fair way to severe myself!

How about we leave the psychological diagnoses to mental health professionals who have actually examined the patient, hm?

The guy apparently has a play style that doesn't seem to fit his GM or the rest of the group. The fact that he's been spoken to before, but persists, leads me to guess that he was given some wiggle-room last time this as discussed. So, he wiggles.

How do I deal with such? I give the player the issue, in plain and simple language, without wiggle room. I ask him why they play as they do. I ask if they realize that they are getting in the way of the fun of other people at the table (because sometimes they don't). If I cannot reconcile the problem player's needs with that of the rest of the group, I tell the player that they'll have to reconcile them on their end, or be asked to leave.

Simple, direct. No passive-aggressiveness, very little space for interpretation. No recriminations. Ultimately, if he decides he doesn't want to change, tell him he's no longer welcome at the table.
 
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As DM, it is your job to make sure everyone is having fun and that no one is causing problems for the rest of the group. The problem player is not leaving you any choice in the matter and telling him that as you let him know he is no longer welcome should alleviate the feelings of guilt you seem to be struggling over as you make your final decision to do what you already know you have to do. Tell him you are sorry that he has caused this situation and ask him if he'd like to get together for a game of something else on some other night when the RPG group isn't meeting. If after six months or a year you find through other interaction that he might be ready to be a different player, you might ask him if he'd like to rejoin during a new campaign start up, provided he recognizes what the problems were this time around and won't repeat the problematic behavior.
 

His most famous moment was when the group brought a Xill down to the brink of death, (one hit point), and rather then punching him in the face, as monks are known for doing I assume, he went total defense. For twenty seven rounds. While the group is down and dying. The group exploded on him, but decided not to kick him out.
If there weren't people like John with ... issues ... and groups like yours who (for whatever reason) didn't kick John out, then such hilarious stories wouldn't grace my Internet.

My advice is to keep him, and post more funny stories about your suffering. That will amuse me.

Of course, if (for whatever reason) you decide you don't want to suffer for the amusement of others, then my advice will change to "kick out John".

Cheers, -- N
 

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