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Dealing with a trouble player and a major blow up
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<blockquote data-quote="vandaexpress" data-source="post: 6638991" data-attributes="member: 6790472"><p>I'll echo what everyone else has said. Approach the player privately outside the game and express your concerns, if he doesn't want to play ball, then cut him loose. If he takes all of his buddies with him, it's time for you to find a new gaming group. It's not worth the drama.</p><p></p><p>I strongly recommend developing your ability to network and recruit new players as sound advice for any DM. Ideally, you want to be in a position where you have so many people wanting to play in your games that you have a wait list. It makes it much easier to eject disruptive players from the campaign. Additionally, if you set the expectation early on that not every one of your friends is in your D&D group, it removes a lot of the social pressures tied to it.</p><p></p><p>Following this advice, coupled with developing your DM skills, is what enables you to cherry pick the best players and run the best campaigns. Chris Perkins follows the same idea, he's extremely picky of who he DMs for in his regular campaigns. I am as well. If I see someone who has an argumentative personality or doesn't play well with others, they aren't in my group. You can save yourself a LOT of headache if you learn to recognize problem players before you ever invite them to play in your game.</p><p></p><p>YMMV.</p></blockquote><p></p>
[QUOTE="vandaexpress, post: 6638991, member: 6790472"] I'll echo what everyone else has said. Approach the player privately outside the game and express your concerns, if he doesn't want to play ball, then cut him loose. If he takes all of his buddies with him, it's time for you to find a new gaming group. It's not worth the drama. I strongly recommend developing your ability to network and recruit new players as sound advice for any DM. Ideally, you want to be in a position where you have so many people wanting to play in your games that you have a wait list. It makes it much easier to eject disruptive players from the campaign. Additionally, if you set the expectation early on that not every one of your friends is in your D&D group, it removes a lot of the social pressures tied to it. Following this advice, coupled with developing your DM skills, is what enables you to cherry pick the best players and run the best campaigns. Chris Perkins follows the same idea, he's extremely picky of who he DMs for in his regular campaigns. I am as well. If I see someone who has an argumentative personality or doesn't play well with others, they aren't in my group. You can save yourself a LOT of headache if you learn to recognize problem players before you ever invite them to play in your game. YMMV. [/QUOTE]
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