No, I haven't kicked a player directly.
I have aborted a campaign or two because it got out of hand and the main culprit wasn't invited back.
In one of them, in the days just before Mutants and Masterminds, I was using Hero System. We were playing a mutants-themed storyline similar to the X-Men universe, and since some people would be coming to the first game without characters and without much experience creating them in Hero, I actually ripped off some ideas from existing Marvel characters to have a portfolio of playable characters (I didn't want to invest a lot of time with completely original creations for stock characters no one might use.) One guy picked the Multiple Man homage character. I thought it was going to be interesting. Until he decided that his Multiple Man was an Elvis impersonator. Scratch that, he was all of the Elvis impersonators.
Now, this might have been a cool idea and I might have actually rewarded the player for some creativity if it hadn't played out the way it did. It was a novel concept, that in this universe if someone saw someone dressed as Elvis they were actually seeing this one guy.
But his activities were limited to challenging fellow players to fight him, because he was "The King", and "nobody is better than the King"; ordering female characters to make him a peanut butter and banana sandwich, and saying "thank you, thank you very much." The story never happened. After the third time he wanted me to referee a fight between him and another PC, I called it a day. I never brought everyone back together for that one again.
Much more recently, in a Star Wars SAGA campaign, everyone wanted a Scum and Villainy campaign. The player characters all looked good, and I had some solid ideas for a crime- and intrigue-based campaign, which is where all the characters seemed to be leaning. The hook was that they would get a ship to use while working for a Shadow Broker, if they could find the stolen proprietary navigation system for it. The ship wouldn't work without it. Or so the Shadow Broker told them. He really wanted them to steal a prototype in the hands of another crime lord, but didn't want to let on as to what it was or how valuable it could be.
After talking to only a few completely random NPCs, who couldn't possibly know anything about the main plot, (for example, a random janitor or a fuel jockey at the dockyards) they tried to find the Jawa who supposedly stole the device from the broker's ship by attacking all Jawas, ostensibly to interrogate one before it died.
Then when they got a third party angry at them due to their random gunfights, they ran for cover into a casino (also owned by a crime lord), where they proceeded to kill all the staff and patrons and start robbing their corpses.
They all thought the "Kill jawas until we find the right one" plan was a good idea, sadly. The violence at the casino was kicked off by a player who made a character at the last minute that was entirely combat focused, though. But they almost all went along with it. One of the other players, who I thought would be better at the scenarios I had set up, actually chased down waitresses into the kitchen and attempted to violate them before I cut the scene. I ended the session shortly after. Then, after the most violent instigators left I asked which board game everyone would like to play next week.
I have aborted a campaign or two because it got out of hand and the main culprit wasn't invited back.
In one of them, in the days just before Mutants and Masterminds, I was using Hero System. We were playing a mutants-themed storyline similar to the X-Men universe, and since some people would be coming to the first game without characters and without much experience creating them in Hero, I actually ripped off some ideas from existing Marvel characters to have a portfolio of playable characters (I didn't want to invest a lot of time with completely original creations for stock characters no one might use.) One guy picked the Multiple Man homage character. I thought it was going to be interesting. Until he decided that his Multiple Man was an Elvis impersonator. Scratch that, he was all of the Elvis impersonators.
Now, this might have been a cool idea and I might have actually rewarded the player for some creativity if it hadn't played out the way it did. It was a novel concept, that in this universe if someone saw someone dressed as Elvis they were actually seeing this one guy.
But his activities were limited to challenging fellow players to fight him, because he was "The King", and "nobody is better than the King"; ordering female characters to make him a peanut butter and banana sandwich, and saying "thank you, thank you very much." The story never happened. After the third time he wanted me to referee a fight between him and another PC, I called it a day. I never brought everyone back together for that one again.
Much more recently, in a Star Wars SAGA campaign, everyone wanted a Scum and Villainy campaign. The player characters all looked good, and I had some solid ideas for a crime- and intrigue-based campaign, which is where all the characters seemed to be leaning. The hook was that they would get a ship to use while working for a Shadow Broker, if they could find the stolen proprietary navigation system for it. The ship wouldn't work without it. Or so the Shadow Broker told them. He really wanted them to steal a prototype in the hands of another crime lord, but didn't want to let on as to what it was or how valuable it could be.
After talking to only a few completely random NPCs, who couldn't possibly know anything about the main plot, (for example, a random janitor or a fuel jockey at the dockyards) they tried to find the Jawa who supposedly stole the device from the broker's ship by attacking all Jawas, ostensibly to interrogate one before it died.
Then when they got a third party angry at them due to their random gunfights, they ran for cover into a casino (also owned by a crime lord), where they proceeded to kill all the staff and patrons and start robbing their corpses.
They all thought the "Kill jawas until we find the right one" plan was a good idea, sadly. The violence at the casino was kicked off by a player who made a character at the last minute that was entirely combat focused, though. But they almost all went along with it. One of the other players, who I thought would be better at the scenarios I had set up, actually chased down waitresses into the kitchen and attempted to violate them before I cut the scene. I ended the session shortly after. Then, after the most violent instigators left I asked which board game everyone would like to play next week.