calling all GMs - advice on handling a selfish player

evilbob

Adventurer
Before I say anything else, let me preface this with: I've been around the block a few times, folks. I've interacted with many people in my life, and I can generally handle just about any situation, and I'm not looking for scant platitudes or trite comments: but I honestly have a player that is causing my game to sink, and I wanted to see if better GMs than I (or pysch majors, for that matter) might have a good word of solid advice on how to handle this situation. (Also, be forewarned: this post is rather long.)

First, lemme 'splain:
I GM a good group of folks that are all in one large family, basically (in-laws and siblings and such). It's a fun group that meets very rarely (2-3 times a year, typically) and we're often forced to play someone's character that can't make it that time (we're all older and have busy lives - kids, jobs, etc.). It's really a blast, but I have one player (oldest of us all, actually) that is a real beast to handle. It's a complex situation and hard to explain, but here's the best summary I can give: First off, he doesn't understand the rules completely, and by occasionally missing sessions he feels a little distanced from the game. (To be fair, he also has very little hand in leveling his character - but he also claims to prefer this.) He also looooooves to nitpick EVERYTHING - his general feeling is that he is very knowledgeable about a lot of real-world subjects (granted: this is quite true) and so he likes to describe in infinite detail the minutia of how his character performs certain actions (for example, tying ropes, setting traps, specifics of attacks, etc.). This leads us to Problem 1: when things don't always go the way he wants them to, he becomes agitated and wants to know why it didn't work when he clearly explained how it was all supposed to be done. This invariably leads to arguments as to why this piece of minutia didn't work when presented under these details. (And introducing concepts such as, "your character didn't know that this was effecting the situation" are counter-productive, because then he demands to know why that was left out of the initial description. I also have to put up with pouting - yes, pouting - about how he was not aware of the rules and further arguments about how it should actually work this way and why certain aspects of a FANTASY ROLE PLAYING GAME are stupid and unrealistic.) Also, to be fair, I'm typically hesitant to play the "BECAUSE THE GM SAID SO" card, and so this potentially adds to the issue.

Additionally, this player can also be a rather selfish person. This isn't really manifested in very obvious or simple ways, such as loot-hogging or stealing from players, but in very delicate ways, such as demanding to get his own way and then pouting or threatening to quit* under extreme circumstances. He's the kind of guy that if you present him with two amazing options and ask him to choose one, instead of thinking how lucky he is to be able to have a choice, he pouts about why he can't have both. His attitude is at best a major annoyance, and at worst a severe impediment to the enjoyment of this game by myself and others.

The main problem I am having here, however, is that most typical lines of defense cannot work in this situation. First, I cannot simply bar him from the game or ask him to quit. (Besides the fact that this is a sucky solution, he's family. C'mon. ...Oh, and in case this wasn't evident so far, he's not MY family, but the other players'. Another layer of stickiness.) Second, most forms of rational, sit-down communication with him don't accomplish much. I haven't tried everything, I'm sure, but the few things I've tried have not been very fruitful. (It is especially impossible during gaming sessions - when he wants issues to be resolved - because there is no such thing as a quick conversation with this guy. Trying to explain things to him while gaming causes a complete shutdown of the game for at least a few minutes, sometimes an hour+.) Due to his personality, he is also incapable of realizing that he is being a jerk, so asking him to stop also doesn't work. He believes all of his actions are completely justified.

Having said all that, here's the real problem: I've asked his family members how they typically deal with him, and they just usually let him spout off and have his way because in the end, they've come to understand, this is just easier. Fighting him gets nowhere, and at least if you concede you keep everything moving. ...Sadly, this attitude conflicts with the very core of my entire personality. When I see him acting like an ass, I tend to have the opposite reaction - I tend to try to make him see why he's wrong or to fight against letting the (as I see it, anyway) pouting child have his way. This only leads to more conflict, conflict.

So my question to the community is this: how can I appease this situation, please almost if not everyone, and at the same time not completely violate my own principles? So far the temporary solution I came up with is to somehow always schedule gaming sessions on days that he can't possibly make it, but this is really just a band-aid and by no means a fix. (Not to mention that it can't work much longer.) On the other hand, my personal enjoyment level - and that of some of the other players I've spoken with - goes WAY down during sessions at which he's present. I realize that because of the way he is, most of the change in this situation will need to come from me, but I just don't know how to go about doing this or what might work or has worked for others. Seriously: what can I do?


*I just had to share this one example: one time, VERY late and VERY tired (you know how it gets), we were in a situation where the "bad guy" was escaping from a building, and this player wanted to punch out one of the windows and chase him. It turned into a confusing argument about how many actions needed to be taken and what kind of movements were required, and before resolving it he just decided to run out of the building normally. Half the round later, another character took his idea and successfully smashed the window out and ran after the villain. This launched the player into a huge diatribe about the entire event and how he was being wronged (at no time did he simply ask to take his move back, which I would have gladly done at this point), and then he stood up, shouted, "I fall on my sword!" and left. And by left, I mean he went home.

When it was all over, my other players and I NPC'd his character and finished what turned out to be a pretty climactic battle against the main bad guy. (We still laugh about it today. ...Just not around him.)
 

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Well, if he wants to quit don't stop him. you don't have to drive him away or ask him to quit, let him make that choice.

If he doesn't quit then make him learn the rules. Also, tell him to stop meta gaming. He might be knowlidgible, but more then likely his character is not. Teach him about the speration of character and player knowledge.

If he wants to pout, let him. treat him like a 4 year old. Let him pout and don't give into him.
 


<stongbad>

Hey! What the crap?! A name like "EvilBob", and you don't know how to deal with this guy?

</strongbad>

Kick to curb. Not worth the headache.

I'm getting ready to tell someone in my group to take a hike, so I feel your pain.
 

evilbob said:
Having said all that, here's the real problem: I've asked his family members how they typically deal with him, and they just usually let him spout off and have his way because in the end, they've come to understand, this is just easier. Fighting him gets nowhere, and at least if you concede you keep everything moving. ...Sadly, this attitude conflicts with the very core of my entire personality. When I see him acting like an ass, I tend to have the opposite reaction - I tend to try to make him see why he's wrong or to fight against letting the (as I see it, anyway) pouting child have his way. This only leads to more conflict, conflict.

That's the real problem alright.
By constantly conceding to this petulant child they have conditioned him to think that his behavior is acceptable, and he deserves such treatment. Fat chance of changing his mind now.

You didn't mention what system you're playing, but if you're having discussions about how many actions breaking a window takes, and this player as you said has trouble with the rules, then you might want to think about switching to a more freeform system. I doubt that will solve the real problem of his behavior, but it might make dealing with his minutiae easier.

In fact you might also want to consider killing this guy with kindness. Take a "Yes, and" approach to all his whiny suggestions. Let him see exactly what it would be like if he got his way every time.
He wants to break a window and chase the bad guy? Fine, it works.
He wants to try some intricately described technique he knows IRL? Fine, it works.
He no longer has to roll dice, or really even make any decisions. Any action he takes just succeeds exactly the way he wants it to.

This will likely cause one of several things to happen.
1) He will become bored because his PC no longer has any challenges and mend his ways.
2) He will become bored because his PC no longer has any challenges and decide he doesn't want to play anymore.
3) He will thoroughly enjoy this treatment, and stop being so whiny.
4) The other players will be so disgusted by this that they will rebel and question it, giving you the perfect opportunity to address the situation among the entire group. Explain that you were simply trying to give the complainer exactly what he wanted, and obviously that's going to affect the group - so how can we as a group play fairly so everyone has a chance to be the star?

My big question is this. You said this isn't your family. If not, why are you putting up with this group? I mean, you only GM 2-3 times a year for them. Why even bother? Is that little bit of gaming worth it to put up with this guy, and the family that allows him to act like this?
 

Maybe this wasn't clear enough, but sadly: this player will not be leaving this game. I can't ask him to and I honestly can't let him. He doesn't REALLY want to, anyway - it's the same as a small child holding his breath to get his way: he doesn't REALLY want to hurt himself, he just wants to make you think he'll do it.

The separation of character and player knowledge is also not an easy concept for him to grasp... I mean, he understands it, but he's not going to quit mixing those together. Remember: he will justify it somehow. That's not really going to change.

Also, I've tried it already and letting him pout is categorically out as a solution: it wastes everyone's time and causes a death spiral of player morale. It also leads to additional conflict as he is in a bad mood while he pouts - and gets even more tedious to deal with.
 

evilbob said:
Also, I've tried it already and letting him pout is categorically out as a solution: it wastes everyone's time and causes a death spiral of player morale. It also leads to additional conflict as he is in a bad mood while he pouts - and gets even more tedious to deal with.

I don't think you're really interested in any solutions - you've said yourself you're not interested in dropping him as a player, and you don't want to make clear his behaviour is unnacceptable. Basically you are putting up with him for the sake of playing with his family, who are used to putting up with him. I doubt ENW can help you, but I think the suggestion to try a different and more freeform system is a good one if you are interested in making him happier & less disruptive. Either a rulesless system or something very simple like Fighting Fantasy. This will allow him to use his real-world knowledge much more to achieve success, without disrupting the game. It will also avoid the problem of him not knowing the rules. A rulesless system doesn't mean 'no challenge' - if the PCs charge the orc army the GM can still declare them dead.
 

Good luck!

I currently have a player whose knowledge of the rules is very lacking.. and his comprehension levels is lacking as well.

With him, and everyone else, I require that they know the rules that govern thier characters abilities. Spells I am a bit more lenient on, but a player running a monk had better be able to tell me what DC his Stunning Fist is and how long the stun lasts.
If.. or when in the case of one player.. an ability is misunderstood or forgotten.. its usually to the detriment of the character and I do not do a rewrite of the encounter.

My suggestion for your player is to do the same... and in the same breath, suggest you look better at cutting rules out.

A 'I smash through the window and leap out to follow the BBG' should result in a quick 'you need to deal at least 10 points of damage to the window, then climb though.. or smash the window and jump through taking 1D4 damage from the shattered glass left in the frame.. or..bullrush through the window taking 1d8 point of damage and a DC 10 + damage taken Balance check. Climbing through takes 10' of movement and the other options takes 5' of movement to clear the window.

Fast, firm judgement calls tend to cut down on the arguments.
Also, lay out the main options for the player. It may take more time in play.. but usually less than the arguments that may occur without it.

Lastly, ensure to chat with the entire group about this being a communal game and how pacing is important. That lets you pull the 'DM is right' card a bit softer by stating 'for now, I will rule this way. Next break we will look this up and discuss it but right now the play must go on.'

{edit}.. almost forgot. One of my favorite ways to deal with a player who argues rules is to offer to let them DM. :>
 

Tinner said:
You didn't mention what system you're playing
Sorry: straight-up D&D 3.5e, core + suppliments + a few house rules.

Tinner said:
you might want to think about switching to a more freeform system
An excellent suggestion, but I really don't want to change the entire playstyle/rule system for just one player - especially when it may conflict with the enjoyment of other players. Also, these characters were born and bread in d20, and I feel they should stay in that universe. Not a bad idea, though.

Tinner said:
Let him see exactly what it would be like if he got his way every time.
Another good suggestion, but I'm pretty sure I know what the outcome would be. He would be the star every minute and love it - he doesn't care about challenges, he cares about shining. The other players would most likely notice and never say a word, at least openly - and then they would become unhappy with the game, along with myself for compromising my principles to appease this guy. End result: no one wins but the whiner.

Tinner said:
My big question is this. You said this isn't your family. If not, why are you putting up with this group? I mean, you only GM 2-3 times a year for them. Why even bother?
I'm sure it didn't come across well above, but don't get me wrong: these are my friends. On a non-gaming level, this guy is much easier to deal with as long as you can keep a straight face when he's spouting off, and his family members include a long-time pal and my significant other, so there's more to this whole social situation that I thought didn't really necessitate explaining. Suffice to say, it's worth it.


Another constructive idea that I had while posting was to try to establish some kind of rule for immediately tabling rules-discussions mid-play, which will most likely help nip most of the problems in the bud before they become ugly. The problem, though, is that I quite honestly enjoy rules discussions and have at least two players that are quite handy with the rules, and I don't want to completely lose this aspect of the game. (I'm also aware that just singling out this one player and tabling only his discussions may lead to a questioning of why only he is picked on in that way...) Has anyone had experience in this type of maneuver?
 


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