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Booting a player from your group
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<blockquote data-quote="Deadguy" data-source="post: 496856" data-attributes="member: 2480"><p>The only time I have had to 'boot' players was in one campaign (it happened to be Ars Magica rather than D&D, but the idea is the same). It didn't happen just once either.</p><p></p><p>First off we had one player who came along to the character-creation session (where I explained the setting and house rules). He created a character... and then never turned up to a session again! When asked he always said he wanted to play, but he had a reason <em>every</em> time not to turn up. In the end I told him not to bother, and he was annoyed. But since I stopped reminding him of when the game sessions were, and he never got in contact again either, that one worked okay. Still annoying for me who had already created lots of story for his character.</p><p></p><p>At the same time I had two players who just couldn't get into the campaign. Ars Magica carries with it certain baggage that distinguishes it from a typical fantasy romp. But they went on behaving exactly as though they were playing D&D/Rolemaster (actually one of them also wove in elements of Cyberpunk into his actions too!). The net effect was that the group began to falter. I eluded to the problem at first, asking them both if they were happy with the game. The idea was that they would say 'no', and I would be able to tactfully suggest that perhaps they wanted to play in a different campaign. However, both were entirely happy. On the other hand, the other players weren't. And as the game ran at the house of one of them, the situation grew tense.</p><p></p><p>In the end I spoke individually to the problem players. But by then I'd left things too late. Before I actually got rid of them others started to drop out, In the end the campaign just fizzled away... much to my chagrin.</p><p></p><p>Basically what I am trying to suggest is that it's always wise to keep on top of ypur player's feelings toward the campaign. And if you <em>do</em> spot a troublesome player - ACT QUICKLY! Failure to do so may kill the entire campaign instead.</p></blockquote><p></p>
[QUOTE="Deadguy, post: 496856, member: 2480"] The only time I have had to 'boot' players was in one campaign (it happened to be Ars Magica rather than D&D, but the idea is the same). It didn't happen just once either. First off we had one player who came along to the character-creation session (where I explained the setting and house rules). He created a character... and then never turned up to a session again! When asked he always said he wanted to play, but he had a reason [i]every[/i] time not to turn up. In the end I told him not to bother, and he was annoyed. But since I stopped reminding him of when the game sessions were, and he never got in contact again either, that one worked okay. Still annoying for me who had already created lots of story for his character. At the same time I had two players who just couldn't get into the campaign. Ars Magica carries with it certain baggage that distinguishes it from a typical fantasy romp. But they went on behaving exactly as though they were playing D&D/Rolemaster (actually one of them also wove in elements of Cyberpunk into his actions too!). The net effect was that the group began to falter. I eluded to the problem at first, asking them both if they were happy with the game. The idea was that they would say 'no', and I would be able to tactfully suggest that perhaps they wanted to play in a different campaign. However, both were entirely happy. On the other hand, the other players weren't. And as the game ran at the house of one of them, the situation grew tense. In the end I spoke individually to the problem players. But by then I'd left things too late. Before I actually got rid of them others started to drop out, In the end the campaign just fizzled away... much to my chagrin. Basically what I am trying to suggest is that it's always wise to keep on top of ypur player's feelings toward the campaign. And if you [i]do[/i] spot a troublesome player - ACT QUICKLY! Failure to do so may kill the entire campaign instead. [/QUOTE]
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