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Dealing with an argumentative player
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<blockquote data-quote="Rackhir" data-source="post: 3865204" data-attributes="member: 149"><p>1) Have you been clear about "the rules"? </p><p></p><p>It's a new group for you and every group tends to have their own set of house rules and assumptions. Since your's are likely to be different from theirs, have you made clear what your's are. Hand outs and/or emails can be helpful in this regard. </p><p></p><p>BUT it's also important to exhibit a certain amount of flexibility with regards to things. Nobody likes being told "Things are going to be this way. No discussion. No debate. No Argument. IE. I don't care what you think or how you like the game to be." </p><p></p><p>A good DM listens to their players and accommodates to some extent what they want out of the game. Don't be a doormat, but don't be a petty dictator either.</p><p></p><p>2) Ask the players to discuss things outside of the game not in it.</p><p></p><p>Email is wonderful for this. Gives people time to structure and think through their arguments and points. It can be done at leisure and doesn't occupy game time, but still let's people express their opinions.</p><p></p><p>Again being reasonable and moderate about things is crucial. Even if someone is putting forth an "interpretation" that you find unacceptable, they feel like they're expressing a reasonable point and will appreciate their point of view being listened to. </p><p></p><p>While you should lay down a rulling in game that the players should abide by, if you make a mistake or it turns out you missed or missread something, then fess up and fix things. Rule Zero doesn't mean you are infallible or inerrant.</p></blockquote><p></p>
[QUOTE="Rackhir, post: 3865204, member: 149"] 1) Have you been clear about "the rules"? It's a new group for you and every group tends to have their own set of house rules and assumptions. Since your's are likely to be different from theirs, have you made clear what your's are. Hand outs and/or emails can be helpful in this regard. BUT it's also important to exhibit a certain amount of flexibility with regards to things. Nobody likes being told "Things are going to be this way. No discussion. No debate. No Argument. IE. I don't care what you think or how you like the game to be." A good DM listens to their players and accommodates to some extent what they want out of the game. Don't be a doormat, but don't be a petty dictator either. 2) Ask the players to discuss things outside of the game not in it. Email is wonderful for this. Gives people time to structure and think through their arguments and points. It can be done at leisure and doesn't occupy game time, but still let's people express their opinions. Again being reasonable and moderate about things is crucial. Even if someone is putting forth an "interpretation" that you find unacceptable, they feel like they're expressing a reasonable point and will appreciate their point of view being listened to. While you should lay down a rulling in game that the players should abide by, if you make a mistake or it turns out you missed or missread something, then fess up and fix things. Rule Zero doesn't mean you are infallible or inerrant. [/QUOTE]
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