Thomas Shey
Legend
I think this ability to run roughshod over other players is often made much worse when the GM addresses the group rather than individual players. If you make it clear that the player who is called is the one who gets to call the shots for what their character does this can be alleviated.
Somewhat. I've also had to pointedly tell one longtime player a few times to let other people run their own characters. Its somewhat of a risk that can crop up in games with a lot of inter-character support being important.
The obvious downside is that you are on then putting pressure on that player to make a decision when they might not be comfortable doing so. Life is about tradeoffs I guess.
Yeah. I think there's sometimes a virtue in letting players get advice from each other--and sometimes they aren't going to think to ask or be too timid to--but its easy for someone to constantly have someone else second guessing them if you don't watch it.
(A possibly related story: I'm currently running a Fragged Empire campaign. Fragged Empire ship combat uses a system where players normally have a couple of the four ship combat skills (Command, Operations, Engineering and Gunnery), and can take one action each round (there are three possible general kinds of actions per each skill, though some of them cover more than one thing), and each general kind of action can only be done once a round (except for a couple of the Gunnery options which can be done more than once if you have more than one ship's gun). One of my players complained that he didn't feel like he was making any decisions in space combat, and I responded "That's because you've come to allow Karsten to dictate what everyone does each round; that's not required, and you don't let him do it in personal combat, where everyone doing their part can be just as important, so why do you do it here?" I don't think he found my response satisfactory, but he didn't have an answer for it, either.)