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Help! I Have An Indecisive Player!
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<blockquote data-quote="Janx" data-source="post: 6463927" data-attributes="member: 8835"><p>Sounds like this player is a whole sack of problems.</p><p></p><p>hyper indecisiveness: How does she decide to eat, poop or get dressed? Assuming she's mastered those, the rest of life isn't rocket surgery either.</p><p></p><p>argumentative and wrong: people who can't keep things straight in their head AND argue about those things instead of accept that they are frequently wrong and should defer to others are a menace to polite society.</p><p></p><p>Keep in mind, you are not a trained therapist, fixing somebody else is very likely beyond the mission scope of "playing D&D together". Though there's been a few cases of it working, thinking you can fix severe problems like that may lead to making things worse.</p><p></p><p>However, Umbran's got the right approach if you want to even begin to understand the scope of the issue to better consider what you can do to help get some improvement.</p><p></p><p>At the fundamentals, forcing turn length limits (for normal people) helps people learn to make decisions and think on their feet. I can't say that'd be good for a person with a sever decision making problem, but life is about making decisions and she's never going to learn if never challenged. Find a middle-ground solution to put SOME pressure to complete a turn in a timely fashion, but not too draconian.</p><p></p><p>On the wrongly arguing problem, there's multiple factors.</p><p>a) arguing about rules is disruptive to game play</p><p>b) incompetent people tend to think they are more competent</p><p></p><p>My assumption (which could be wrong, and you see how I just left room for that unlike a truly incompetent person), is that arguing needs to stop, just for better gaming's sake. Rules disputes need to be brief and most often defer to GM's on the spot decision regardless of the actual RAW. This is for speed of game play. It's OK if a ruling is wrong if it was reasonable and well meaning.</p><p></p><p>It would be nice if Wrong Person could be made to see that they are always Wrong and should Shut the Smurf Up, but that goal is likely unattainable and of dubious value compared to the first goal of smoothing out game play.</p><p></p><p>Now, to look at the problem as "the GM's fault", consider that indecisive behavior may be a result of "screwedya" GMing where every choice is a trap. I doubt it in this case, but you should always check to see how you've added to the problem. It is possible a player could be conditioned to distrust their own judgement, because GMs have made everything "the wrong choice" too often. Just as deciding what to eat in real life is usually not a life and death decision, deciding to kill some orcs with a sword should not be a bad idea most of the time for a professional adventurer.</p><p></p><p>Even the arguing can be a result of table-top conditioning. If players are always stopping the game to argue, and often get some advantage out of it, that's taught this player to use that tactic. Check to see that players aren't using this to stall or gain some twisted advantage in your group, and this player is just trying to same strategy.</p></blockquote><p></p>
[QUOTE="Janx, post: 6463927, member: 8835"] Sounds like this player is a whole sack of problems. hyper indecisiveness: How does she decide to eat, poop or get dressed? Assuming she's mastered those, the rest of life isn't rocket surgery either. argumentative and wrong: people who can't keep things straight in their head AND argue about those things instead of accept that they are frequently wrong and should defer to others are a menace to polite society. Keep in mind, you are not a trained therapist, fixing somebody else is very likely beyond the mission scope of "playing D&D together". Though there's been a few cases of it working, thinking you can fix severe problems like that may lead to making things worse. However, Umbran's got the right approach if you want to even begin to understand the scope of the issue to better consider what you can do to help get some improvement. At the fundamentals, forcing turn length limits (for normal people) helps people learn to make decisions and think on their feet. I can't say that'd be good for a person with a sever decision making problem, but life is about making decisions and she's never going to learn if never challenged. Find a middle-ground solution to put SOME pressure to complete a turn in a timely fashion, but not too draconian. On the wrongly arguing problem, there's multiple factors. a) arguing about rules is disruptive to game play b) incompetent people tend to think they are more competent My assumption (which could be wrong, and you see how I just left room for that unlike a truly incompetent person), is that arguing needs to stop, just for better gaming's sake. Rules disputes need to be brief and most often defer to GM's on the spot decision regardless of the actual RAW. This is for speed of game play. It's OK if a ruling is wrong if it was reasonable and well meaning. It would be nice if Wrong Person could be made to see that they are always Wrong and should Shut the Smurf Up, but that goal is likely unattainable and of dubious value compared to the first goal of smoothing out game play. Now, to look at the problem as "the GM's fault", consider that indecisive behavior may be a result of "screwedya" GMing where every choice is a trap. I doubt it in this case, but you should always check to see how you've added to the problem. It is possible a player could be conditioned to distrust their own judgement, because GMs have made everything "the wrong choice" too often. Just as deciding what to eat in real life is usually not a life and death decision, deciding to kill some orcs with a sword should not be a bad idea most of the time for a professional adventurer. Even the arguing can be a result of table-top conditioning. If players are always stopping the game to argue, and often get some advantage out of it, that's taught this player to use that tactic. Check to see that players aren't using this to stall or gain some twisted advantage in your group, and this player is just trying to same strategy. [/QUOTE]
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