DonTadow said:
My apologies to everyone. I really am seeking advice on this, I erased my posts towards felon and put in what i consider metagaming. I'll repost that info in this thread.
1. He talks during others initiative OOC and overtalks them
2. He wants to use knowledge skills to assure theories of his, not for actual knowledge rules. For instance whenever another charachter figures out something or puts two and two together, he, without fail, asks for a roll to see if his charachter figures it out.
3. He uses his player knowledge and OOC comments to the other players about how to defeat certain encounters
4. Asks questions OOC about the plot, encounters, creatures, ect during game.
Let's take the word 'metagaming' out of the conversation.
1. Interrupting other playes during THEIR turn is bad. Tell him, he will have to wait until his turn, and don't answer anything he says, until it is his turn
2. I'm not sure if this is a problem. Obviously, it must be causing a problem for you. Adopting a stricter interpretation of the knowledge skills, such as it will tell you factual data, but not confirm anything might help. It might tell you "black lotus blossums are poisonous", "black lotus blossums have completely black flowers". It might tell you that the flower you are holding is indeed a black lotus.
3. Disallow kibitzing. No telling others how to do something, unless you spend a combat round doing so (and thus, are within range to do so).
4. This seems simple, you can't tell the player any info outside of what their PC experiences. Thus, if his PC isn't there, or hasn't been there, he can't learn more about it. It may be ok, for some memory refreshes, aka, what race was that NPC we met on the road yesterday. Assuming, his PC was present for that encounter.
It sounds like this guy interrupts others, tries to run other's PCs, and tries to influence encounters his PC is not involved in, tries to milk getting information about anything to bolster his situation.
I'd say interrupting others is the worst problem.
Influencing encounters he's not involved in, (effectively being in 2 places at once) is a problem, but depending on the group, not that bad. Some groups are pretty loose about strategizing
Trying to run other's PCs can be a problem, as it depends on the other players, and the extent. Most players do this to varying extent (influencing others is the very nature of the game, while else do PCs talk to each other, "you go left, I'll go right" is a form of this). The problem is when it is overdone, and it takes away other people's fun.
I'd work from a list of the specific behaviors, and give a warning the first time, and start giving XP penalties. The basic rules are:
No interrupting another player during their action
No sharing information with players if their PCs aren't in the same place
During combat, follow the 6 word per round limit, to talk to other players
No using game knowledge that your PC doesn't have
Give XP bonuses for good behaviors, such as limiting dialogue to "in character", excepting obvious stuff.
Give XP penalties for breaking the behavior rules, use a small amount, odds are good, everybody breaks the rules at some point, the naughty player should stand out by sheer number of offences, and thus get the punishment by quanity of dings