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*TTRPGs General
calling all GMs - advice on handling a selfish player
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<blockquote data-quote="Templetroll" data-source="post: 2520592" data-attributes="member: 2201"><p>You have to convince him that game theory allows for a failure despite the most involved and complicated explanations of 'real life' the player comes up with. Make sure he hears that before you play and <em>agrees</em> that it can enhance the game experience. If he does not then do not run that time. Unfortunate, but he has to understand that you will not baby him in Real Life by letting him pout his way through a game. Sorry, but you are the one that has the backbone, since he has beaten down all his close relatives.</p><p></p><p>Another option, when he goes into his detailed explanations, based on the game theory discussion you had with him earlier, he gets a +1 or +2 circumstance bonus. But he can <em>still fail!</em> He has to agree that failure is a possiblity or you need to tell him he cannot play.</p><p></p><p>Buy him a book and send it to him, ask him to be ready to run an adventure the next time you get together. Since he wants to shine no better way than to have him run a game, although he might exhibit some bad GM activities. Might want to highlight the Good GM sections and send him a module to try for his first time. He might appreciate what you go through better, or at least a little.</p><p></p><p>Another option - you write up cards/one sheet with combat info/relevant skills DC, Saves etc on it. Make sure those non-rules savvy understand their page. If they want to play then need to learn something! Ask him to help you help them. Again, take advantage of his behavior pattern and how others deal with him to get all of them more rule-savvy.</p><p></p><p>The next time they are fighting a BBEG and something goes wrong, he starts to rant, have an Evil minion hear his rants <em>IC </em> and come to his side. Have him extol the wonderfulness of his rage and beg to have him take him on and protect him.</p></blockquote><p></p>
[QUOTE="Templetroll, post: 2520592, member: 2201"] You have to convince him that game theory allows for a failure despite the most involved and complicated explanations of 'real life' the player comes up with. Make sure he hears that before you play and [I]agrees[/I] that it can enhance the game experience. If he does not then do not run that time. Unfortunate, but he has to understand that you will not baby him in Real Life by letting him pout his way through a game. Sorry, but you are the one that has the backbone, since he has beaten down all his close relatives. Another option, when he goes into his detailed explanations, based on the game theory discussion you had with him earlier, he gets a +1 or +2 circumstance bonus. But he can [I]still fail![/I] He has to agree that failure is a possiblity or you need to tell him he cannot play. Buy him a book and send it to him, ask him to be ready to run an adventure the next time you get together. Since he wants to shine no better way than to have him run a game, although he might exhibit some bad GM activities. Might want to highlight the Good GM sections and send him a module to try for his first time. He might appreciate what you go through better, or at least a little. Another option - you write up cards/one sheet with combat info/relevant skills DC, Saves etc on it. Make sure those non-rules savvy understand their page. If they want to play then need to learn something! Ask him to help you help them. Again, take advantage of his behavior pattern and how others deal with him to get all of them more rule-savvy. The next time they are fighting a BBEG and something goes wrong, he starts to rant, have an Evil minion hear his rants [I]IC [/I] and come to his side. Have him extol the wonderfulness of his rage and beg to have him take him on and protect him. [/QUOTE]
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