Not sure there is a lot to discuss on the subject, because
a) I would imagine this is something pretty rarely encountered, and
b) 99% of the time, the story goes something like: "He was kicked out of the game and not invited back. The end."
Not sure there is a lot to discuss on the subject, because
a) I would imagine this is something pretty rarely encountered, and
b) 99% of the time, the story goes something like: "He was kicked out of the game and not invited back. The end."
That guy is at least as bad, IMO, as the other two involved. Potentially worse.My real annoyance though was reserved for the chap who got the kid to repeat what he had said, knowing how his friend was going to react. It was the first time the kid had turned up at the club, and he didn't come back
Anyone using that particular one would be me walking away from them and their table.
Part of that is my general approach to games is "Players control what their characters attempt; the rules, GM, and dice interact to determine the results of that attempt."
For me, that's non-selective as to player, but is determinative for the games I'l let them in.
I'm with aramis on that.
If a player can get along with others, show up on time each week, and not argue with the GM, he's a long ways to being 'in'. If he takes an in-game stance that 'nits grow into lice', well, that's an issue for the other players, not me. Although I've never seen a player really object.
I hope no one does, either. But, as a matter of human nature, it will continue to happen to some.But to the subject at hand, when I think about my bad experiences with players and DMs over the years, I think no small number of them could have been avoided by a quick conversation about playstyles and attitudes at the table. I've never experienced a violent player at the table (yet, and hopefully never), and while some people do just blow their top out of nowhere, bad behaviors are generally part of a pattern.
I, alas, don't have the skills to make cool little objets d'art.![]()

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.