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Gaming through denial
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<blockquote data-quote="Oryan77" data-source="post: 6382976" data-attributes="member: 18701"><p>What a nightmare of a player. Guys like that make it hard for others to really absorb themselves into the game world and their characters. This sort of thing just ruins immersion.</p><p></p><p>I personally wouldn't tolerate it and he would get the boot if it kept happening. I won't make other players (or me as a DM) suffer from some guys disruptive behavior. It's unfair to everyone else.</p><p></p><p>You've already explained all of this to him. I say, explain it one last time and let him know that from now on, you will be requiring disguise rolls at any time in the game when it might be needed in order to properly roleplay NPCs. Tell him that he failed his disguise check long ago vs the other players. They don't believe she's a guy. If he insists that they do, tell him that if that is how the game works now, then he now believes that the other PCs are his masters and he's afraid that if he doesn't do what they say, they'll murder him. Sure, they didn't roll any bluff or intimidate checks vs his sense motive, but that should be ok according to his use of the skill rules, right?</p><p></p><p>As for everything else, if the entire group didn't hear him declare his action, it didn't happen. It's that simple. If that bothers him, tell him to speak up at all times so he doesn't screw himself over. My players know that if they don't have items written on their PC sheet or on their notes, they don't have it. And they know that the item has to be named exactly as I gave it, or close enough that we both know what it was supposed to be. Players hate when they found a magic item, but can't prove to me that they found it (or bought it) because they forgot to write it down. If I remember them buying it or finding it, I'll give them a break. But if they found a "wand" that hasn't been identified yet and they can't tell me where they found it, and I can't match it up with which wand it is in my notes, they just lost that wand. They start taking better notes real fast once this happens once or twice.</p><p></p><p>I had a player that kept pulling out scrolls of Fly at 4th level. Even the other players were questioning him on how many he actually had. That's right around when I implemented the rule of "if I don't see it written down and remember you getting it, you don't have it".</p></blockquote><p></p>
[QUOTE="Oryan77, post: 6382976, member: 18701"] What a nightmare of a player. Guys like that make it hard for others to really absorb themselves into the game world and their characters. This sort of thing just ruins immersion. I personally wouldn't tolerate it and he would get the boot if it kept happening. I won't make other players (or me as a DM) suffer from some guys disruptive behavior. It's unfair to everyone else. You've already explained all of this to him. I say, explain it one last time and let him know that from now on, you will be requiring disguise rolls at any time in the game when it might be needed in order to properly roleplay NPCs. Tell him that he failed his disguise check long ago vs the other players. They don't believe she's a guy. If he insists that they do, tell him that if that is how the game works now, then he now believes that the other PCs are his masters and he's afraid that if he doesn't do what they say, they'll murder him. Sure, they didn't roll any bluff or intimidate checks vs his sense motive, but that should be ok according to his use of the skill rules, right? As for everything else, if the entire group didn't hear him declare his action, it didn't happen. It's that simple. If that bothers him, tell him to speak up at all times so he doesn't screw himself over. My players know that if they don't have items written on their PC sheet or on their notes, they don't have it. And they know that the item has to be named exactly as I gave it, or close enough that we both know what it was supposed to be. Players hate when they found a magic item, but can't prove to me that they found it (or bought it) because they forgot to write it down. If I remember them buying it or finding it, I'll give them a break. But if they found a "wand" that hasn't been identified yet and they can't tell me where they found it, and I can't match it up with which wand it is in my notes, they just lost that wand. They start taking better notes real fast once this happens once or twice. I had a player that kept pulling out scrolls of Fly at 4th level. Even the other players were questioning him on how many he actually had. That's right around when I implemented the rule of "if I don't see it written down and remember you getting it, you don't have it". [/QUOTE]
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