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I've found if you want to keep the Attention Addict archetype player at the table, you have to deny them their fix, just like any other addict. If you're not interested in rehabilitating them into decent players, you have to cut them loose.
I disagree on a couple points:
1) Deny an addict their fix *without them wanting to rehabilitate* will result in conflict and at least drive the player away in a very passive-aggressive manner.
2) Attention Addicts can be decent players as they are, they just have to be channeled properly {like pretty much all the other 'disruptive' archtypes}, which usually means ensuring that thier characters are also Attention Addicts
3) Its not anybodies job to 'rehabilitate them into decent players'. Someone in the group should offer to mentor a player who is disruptive to the group, just remember that mentorship is based on mutual respect.
4) What is more disruptive (a) the players idiosyncracys or (b) the rules/timing arguments that occur in response
Upthread I recommended a simple fix for the gender thing... she has an easy time disguising as a man because she looks 'male'. So walking around/bathing/etc can be done in the guise of 'male'. But no-one will believe her when she wants to be 'female' and she has to disuise herself to appear female {with the cross-gender penalty}.
I also recommended a fix for the armor thing, since there was a long break between scenes it is conceivable that she took the armor off in between scenes. No big deal.
If the situation comes up where she is determined to wear normal armor underwater, she drowns and dies. Again, no big deal.
Bottom line, don't try to fix the player.. tweak the game and how things are presented... then embrace the Attention Addict as you can predict and plan for reactions that drive the story the direction you want it to go.
side note
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In case you were thinking these ideas are from some 'nice' DM.. no. Once had an Attention Addict playing a 2e Paladin wearing +5 Holy Plate Mail and a +5 Large steel shield {he cheated in building the character} in a game that ventured into the swamp. He was adamant that since magic armor 'does not encumber the character', that meant it did not weigh anything and he could blithely walk into the swamp.
I, the GM, disagreed and was backed up by the entire rest of the group, stating basically "plate mail weighs around 400 pounds, enter the swamp and you will sink and die. You need to either leave the armor here or build a raft that can carry you". He chose to walk into the swamp. The character sank and died {no saving roll due to the lengthy argument about this} and the group moved on.
He ranted and was upset, but didn't leave the group immediately. He left after the Paladin's replacement was killed, a Ranger with the same stats and the same level of magic items {he cheated again}.
That this session was a challenge game I called 'So you want to kill a dragon' and everyone's character died didn't matter to him. It might have been the Ranger being killed by some lowly lizardmen and their pet giant crocs... not sure. Didn't care enough to ask. He was the one that chose to stand waist deep in front of a burning pile of rock during a night-time ambush and fire arrows into the darkness while spears and arrows often found their mark with him nicely outlined against the dancing flames, and crocs nipping at his heels. {waist deep = no dex to AC, the flames countered the bonus of being a smaller target.. again rules he disagreed with}
My guiding rule of thumb is that when a character dies, the player can trace the cause back to a decision they made, or a string of really bad dice rolls. Walk into a swamp with heavy armor on... die. Stand in the center of the kill zone during a well planned ambush... die. Assault a Dragon's lair...die.
Its all pretty simple
There is tweaking the game to accomadate attention addicts... and there is throwing the game to the winds of capriciousness. I recommend the former and not the latter unless you are playing Toon, CHUD, or Macho Women With Guns.
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