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Anticipating a Problem: How to handle with players "Set in their ways"?
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<blockquote data-quote="Korgoth" data-source="post: 4356676" data-attributes="member: 49613"><p>You don't have to DM for somebody if you don't want to. However, if you think it might be fun to have this guy in the group for whatever reason, try it and see how it goes.</p><p></p><p>First, don't let him determine when and where to meet. That's up to the DM.</p><p></p><p>Second, do indicate to him what kind of game you're going to be playing. This does not have to be complicated. Like: "I understand that you've got very traditional tastes in D&D. That's cool but be prepared for the fact that I'm doing some non-traditional things in this campaign. I'm not using Elves, Dwarves and Halflings... I'm using Warforged, Shifters and Kenku. If that's not your cup of tea I understand. If you want to play though you're welcome to. We're meeting at Bob's house every Friday night at 7pm. Our first session is in two weeks. We're going to be using the 4E rules for this game. Hope to see you there."</p><p></p><p>That's all. You can't try to manipulate or "finesse" him into the game. Just tell him the straight up truth about what the game is going to be, and indicate you know that this will be a deviation from his aesthetic "home turf". Leave the door open, but (to mix metaphors) the ball is in his court. Then just see what he does. If he goes into it with open eyes then he will have made a knowledgeable decision and you're way more likely to get cooperation from the guy. If he doesn't work out then just politely tell him that his play style doesn't really fit with the group (or whatever is really the case) and thank him for showing up.</p></blockquote><p></p>
[QUOTE="Korgoth, post: 4356676, member: 49613"] You don't have to DM for somebody if you don't want to. However, if you think it might be fun to have this guy in the group for whatever reason, try it and see how it goes. First, don't let him determine when and where to meet. That's up to the DM. Second, do indicate to him what kind of game you're going to be playing. This does not have to be complicated. Like: "I understand that you've got very traditional tastes in D&D. That's cool but be prepared for the fact that I'm doing some non-traditional things in this campaign. I'm not using Elves, Dwarves and Halflings... I'm using Warforged, Shifters and Kenku. If that's not your cup of tea I understand. If you want to play though you're welcome to. We're meeting at Bob's house every Friday night at 7pm. Our first session is in two weeks. We're going to be using the 4E rules for this game. Hope to see you there." That's all. You can't try to manipulate or "finesse" him into the game. Just tell him the straight up truth about what the game is going to be, and indicate you know that this will be a deviation from his aesthetic "home turf". Leave the door open, but (to mix metaphors) the ball is in his court. Then just see what he does. If he goes into it with open eyes then he will have made a knowledgeable decision and you're way more likely to get cooperation from the guy. If he doesn't work out then just politely tell him that his play style doesn't really fit with the group (or whatever is really the case) and thank him for showing up. [/QUOTE]
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