Cheating Player?

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First Post
Game Night Tonight...huzzah!

However, I have more than a sneaking suspicion that one of my players has gained access to KotS Adventure Module.

Now I'm figuring that moving things around a bit right when he attempts to exploit his knowledge might be for the best, even if I do have to later buffer the rest of the group from undue consequences.

I was going to talk to him beforehand...but I'm evil...so I'll do it afterward. If anyone has seen Firefly let's just say the rest of the group will be flush with apples for a bit :D

I wonder how he'll like those apples.
 

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Don't forget about putting some traps around the place. Once you are certain s/he has the module, make sure they have an unfortunate encounter with a Tiny sized Demon, the size of an ear mite, in fact, it keeps up a constant tirade of threatening bullying banter from inside his/her ear canal and distracts from casting spells, using skills, fighting at a -4, etc...
 

If a player is cheating on you, ask him what the other DM has what you don't have. If you did something wrong?

Oh wait, that's not what you're talking about...

Looking at the DMs adventure module is a good way to cheat yourself out of your own fun, I am afraid.
Though it depends on how people tick. Some like to be surprised in game, some enjoy seeing how others are surprised and see the twists coming miles away. Maybe it is a sign that your player is secretely aiming to become a DM himself?

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If you want to throw him off
- Switch names. Exchange the name of the mayor with the name of the villain of the story arc, for example. Only do that if you feel sure you can avoid getting confused yourself.
- Tweak the encounters. You might want to use some of the online suggestions from the DDI.
 

taliesin15 said:
Once you are certain s/he has the module, make sure they have an unfortunate encounter with a Tiny sized Demon, the size of an ear mite, in fact, it keeps up a constant tirade of threatening bullying banter from inside his/her ear canal and distracts from casting spells, using skills, fighting at a -4, etc...

Don't do that. That's applying an in-game punishment for out-of-game actions, and won't have the effect you desire.

Instead, call the player directly on his actions. Point out that by reading the adventure he's cheating, he's detracting from the fun of all present, and make it clear that you do not approve. If it happens again, boot him from your game.
 

Some single jarring surprise encounter not in the module (such as my ear mite Demon) should serve as a warning to the offending player. However, do not feel shy about employing more severe means if they persist in cheating. Torture was rather ubiquitous before the Geneva Conventions (which obviously hasn't put a stop to its use even today)... one can think of numerous ways of using it in a campaign beyond the good old having the offending PC captured and strapped to the rack and put to the question.

For example, there's a great example in Fritz Leiber's final Fafhrd and Gray Mouser book, where the Gray Mouser is privy to some arousing flouncing about by some Wererat women (if I recall correctly)--upon full tumescence, a demon grabs hold of his John Thomas with sharp claws, rendering a very long and painful (just to read it) torture session.

Another idea is to have a bunch or Tribbles (ala the original Star Trek show) or Ewoks attach themselves joyfully to the cheating PC--they are breeding like rabbits, and every time he or she rids themselves of one, two more appear in pockets, backpack, pants legs, etc., the whole time squealling with delight, capering, giggling, cuddling the PC cheat, so loudly there's no way the party can sneak around or go anywhere without being heard. Later, the cheat PC finds things like trail rations, spell books, loose coins, spell components, etc. have been eaten by these merry creatures who love him so much.
 

delericho said:
Don't do that. That's applying an in-game punishment for out-of-game actions, and won't have the effect you desire.Instead, call the player directly on his actions.

Naturally, yes, if you can prove it, and that's probably the way to go if you have strong suspicions. Still, I guess without emoticons my sarcasm isn't apparent. Though, one could still argue for inserting other kinds of monsters and traps not in the dungeon. Or the DM could print out some of my suggestions (especially the torture stuff) as a warning. I honestly think there's not enough torture in D&D games--maybe its just not very politically correct?
 

taliesin15 said:
cuddling the PC cheat, so loudly there's no way the party can sneak around or go anywhere without being heard.

They didn't do anything so they're not going to "face fate". In fact I plan on them not even knowing (but if they do no biggie). I just want to see the look on his face.

He's a good longtime mate (my brother in fact, and occasional poster on this account; Hi :D ), so I harbour not much ill will, his curiosity probabibly just got the best of him. I am going to talk to him afterward though.

His coinpurse will be empty when the party treasure is devided once they back to town (they will get his gold), and that good magic item that they are coming up on that is useful to most? Yeah he'll be passing on that.
 

Mustrum_Ridcully said:
If you want to throw him off
- Switch names. Exchange the name of the mayor with the name of the villain of the story arc, for example. Only do that if you feel sure you can avoid getting confused yourself.
- Tweak the encounters. You might want to use some of the online suggestions from the DDI.
Nice! I like those suggestions. :)
-blarg
 

delericho said:
Don't do that. That's applying an in-game punishment for out-of-game actions, and won't have the effect you desire.

Instead, call the player directly on his actions. Point out that by reading the adventure he's cheating, he's detracting from the fun of all present, and make it clear that you do not approve. If it happens again, boot him from your game.
This assumes, of course, that the player in question has not just purchased the thing but intends and/or IS using it to metagame - to play directly on OOC knowledge spoiling the fun not just for himself, but for the other players.

It must be noted that players ARE allowed to buy whatever they like - including adventure modules. The DM has every right and incentive to ASK that players not do this for the obvious reasons, but no right whatsoever to dictate what they will or won't allow them to purchase. The problem is not with the purchase itself or the reading of the material and spoiling their own fun by KNOWING what's going to happen. The problem, specifically, is if they misuse or abuse the information gained by reading material the DM actually uses.

If THAT is the actual problem then by all means issue a warning, then a threat, and THEN kick them. And leave the in-game shenanigans out of it. DM's won't stand for that kind of petty crap from PLAYERS - players shouldn't stand for it from DM's regardless of the motives.
 


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