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Dealing with a trouble player and a major blow up
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<blockquote data-quote="Ohillion" data-source="post: 6661543" data-attributes="member: 6798304"><p>In my experience, you'll have grownups at the table that never matured beyond 12 years old. I've actually been guilty of the "I can't believe that didn't work!" but worked up the fortitude to apologize and laugh at myself. Not everyone will. But that's the game table environment. You never know whom you will have at the table with you.</p><p></p><p>I didn't read the entire thread here, but I'll put my .03 here in hopes of helping (consider this the terms of keeping the player at the table)...</p><p></p><p>1) Outcome cards. This is strictly non-combat related. You prepare, in advance (and you tell your players this) that you have predetermined the outcome of the scenario based on their rolls. You write the outcome of a complete failure on a card, and moderate failure on another, a partial success on another, and a critical success on yet another. This way, based on the scenario, the card will succinctly give you the outcome of the players' roll and all you need to do is embelish as the narrator while sticking to the outcome.</p><p></p><p>2) All rolls MUST be in front of each other...including the GM. This builds trust. I've played with DMs that don't roll in front of other players and i've been a DM and have done this myself. It's truly the GM's preroggative and it's not a hard and fast rule, but it will lend credibility to you and your play.</p><p></p><p>3) Player adjudicating: Think of this as the NFL version of the instant replay. A player gets to throw a 'red' flag ONCE per session on a DM or player call that they don't agree with. You then let the player explain why the flag was thrown. Everyone gets to agree or disagree with the player. Simple majority wins. If you want the player to think hard about throwing the flag, if they lose the call, you apply a 10% experience penalty (based on the player's current experience total) to the player. A success can have different outcomes such as extra experience or extra gold. You don't have to make the win scenario evident, just fair. This makes the difficult decision a group decision and you have mitigated an otherwise singularly difficult call.</p><p></p><p>The one thing that has always worked for me is this: Humility. Someone fighting a humble DM will be shown for the fool he is. Being humble isn't about backing down on a rule or a call, but showing that you intended no ill will. Appealing to the other players helps. If you don't fight back, he'll lose his steam and will either sit or leave.</p><p></p><p>To note: I may get some flack from the other side of the DM screen from all those that don't agree with the intended democracy of these solutions but, in keeping with the heart of this thread, I hope it will serve to help the situation.</p><p></p><p>I hope this helps.</p></blockquote><p></p>
[QUOTE="Ohillion, post: 6661543, member: 6798304"] In my experience, you'll have grownups at the table that never matured beyond 12 years old. I've actually been guilty of the "I can't believe that didn't work!" but worked up the fortitude to apologize and laugh at myself. Not everyone will. But that's the game table environment. You never know whom you will have at the table with you. I didn't read the entire thread here, but I'll put my .03 here in hopes of helping (consider this the terms of keeping the player at the table)... 1) Outcome cards. This is strictly non-combat related. You prepare, in advance (and you tell your players this) that you have predetermined the outcome of the scenario based on their rolls. You write the outcome of a complete failure on a card, and moderate failure on another, a partial success on another, and a critical success on yet another. This way, based on the scenario, the card will succinctly give you the outcome of the players' roll and all you need to do is embelish as the narrator while sticking to the outcome. 2) All rolls MUST be in front of each other...including the GM. This builds trust. I've played with DMs that don't roll in front of other players and i've been a DM and have done this myself. It's truly the GM's preroggative and it's not a hard and fast rule, but it will lend credibility to you and your play. 3) Player adjudicating: Think of this as the NFL version of the instant replay. A player gets to throw a 'red' flag ONCE per session on a DM or player call that they don't agree with. You then let the player explain why the flag was thrown. Everyone gets to agree or disagree with the player. Simple majority wins. If you want the player to think hard about throwing the flag, if they lose the call, you apply a 10% experience penalty (based on the player's current experience total) to the player. A success can have different outcomes such as extra experience or extra gold. You don't have to make the win scenario evident, just fair. This makes the difficult decision a group decision and you have mitigated an otherwise singularly difficult call. The one thing that has always worked for me is this: Humility. Someone fighting a humble DM will be shown for the fool he is. Being humble isn't about backing down on a rule or a call, but showing that you intended no ill will. Appealing to the other players helps. If you don't fight back, he'll lose his steam and will either sit or leave. To note: I may get some flack from the other side of the DM screen from all those that don't agree with the intended democracy of these solutions but, in keeping with the heart of this thread, I hope it will serve to help the situation. I hope this helps. [/QUOTE]
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