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Dealing with powergamers
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<blockquote data-quote="Mallus" data-source="post: 3369170" data-attributes="member: 3887"><p>Running a game for people with different expectations isn't that hard if everyone's willing to talk honestly and then compromise. However, it's incumbent on the DM, since he's holding most, if not all, of the cards to create an environment where compromise is possible.</p><p></p><p>That means indulging playstyles different from your preferred one. It also means picking your battles; for instance, giving a player grief because they want to <em>make arrows</em> seems way too adversarial, even petty. It's perfectly reasonable request. That's what skilled outdoorsy-type characters are <em>supposed</em> to do. </p><p></p><p>Hell, wanting an effectively unlimited supply of arrows is a perfectly reasonable request in D&D past a certain point. (BTW, what level are the PC's?) D&D rapidly becomes a superhero game in quasi-Medieval drag, in which magical resources are the only ones worth tracking. </p><p></p><p>I'm not a fan of limiting the players to the PHB, either. Sometimes it takes the designers a while to 'get it right'. There is significant amount of material in the later books, like the PHBII, that simply makes D&D a better game. And not just for powergamers. Then there's the whole issue of the PHB itself not being balanced...</p><p></p><p>Also, be honest with a powergaming player. Tell them you're having trouble creating appropriate challenges for the group. In other words, make them realize they're partners in maintaining game balance.</p><p></p><p>From there you have options. If you're of a mind to, get the powergamers help in design opponents. Or agree on a series of nerf's. While no-one likes nerfing, most people don't like to admit they're so selfish that they'd knowingly ruin other people fun.</p></blockquote><p></p>
[QUOTE="Mallus, post: 3369170, member: 3887"] Running a game for people with different expectations isn't that hard if everyone's willing to talk honestly and then compromise. However, it's incumbent on the DM, since he's holding most, if not all, of the cards to create an environment where compromise is possible. That means indulging playstyles different from your preferred one. It also means picking your battles; for instance, giving a player grief because they want to [i]make arrows[/i] seems way too adversarial, even petty. It's perfectly reasonable request. That's what skilled outdoorsy-type characters are [i]supposed[/i] to do. Hell, wanting an effectively unlimited supply of arrows is a perfectly reasonable request in D&D past a certain point. (BTW, what level are the PC's?) D&D rapidly becomes a superhero game in quasi-Medieval drag, in which magical resources are the only ones worth tracking. I'm not a fan of limiting the players to the PHB, either. Sometimes it takes the designers a while to 'get it right'. There is significant amount of material in the later books, like the PHBII, that simply makes D&D a better game. And not just for powergamers. Then there's the whole issue of the PHB itself not being balanced... Also, be honest with a powergaming player. Tell them you're having trouble creating appropriate challenges for the group. In other words, make them realize they're partners in maintaining game balance. From there you have options. If you're of a mind to, get the powergamers help in design opponents. Or agree on a series of nerf's. While no-one likes nerfing, most people don't like to admit they're so selfish that they'd knowingly ruin other people fun. [/QUOTE]
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