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Help reign in a player who refuses to play his role
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<blockquote data-quote="FrozenChrono" data-source="post: 4373629" data-attributes="member: 70738"><p>Don't solve this by killing him for not playing the way everyone else does.</p><p></p><p>In the 3.5 DMG 2 there is a brief discussion of player types, I believe your problem player is a classic outlier. Described on page 17, these players like to subvert normal game dynamics, play by their own rules, and try strange character concepts with strange mixtures of abilities. </p><p></p><p>These players define success by their own terms, by setting themselves up to "fail" at character creation what most people would consider setbacks the outlier considers a victory.</p><p></p><p>So how do you deal with this kind of a player? That depends. If you want to keep him around, and keep your entire party happy (which seems to be the case) you're going to need to allow his character to "fail" without it affecting the party. However it's not as simple as sticking him in a pit trap or knocking him out at the begining of combat. In order for your player to be happy he's going to have to fail on his terms. </p><p></p><p>Your best bet is going to be to present him with something to interact with early in a session that he can use as a method to achieve personal failure if your lucky this may be as simple as roleplaying him interacting with some locals and completely offending them, or commiting some small crime in their presence which then gives him the option of leaving town. paying a fine, or serving some other sentence. Hopefully this will give him enough satisfaction (or disability) so that he won't interfere with the other players too much. </p><p></p><p>I suspect it will not be that easy. Your player may still want to "fail" more at this point. If this is the case there are still a few things you can do.</p><p></p><p>Reduce the difficulty of the parties encounters to reflect the sub optimal party memeber. </p><p></p><p>Give the player options for "fails" during combat (traps, bbg's, extra monsters, convenient reasons not to go into combat), </p><p></p><p></p><p>Some other things to consider </p><p></p><p>Your player may just not want to play, </p><p></p><p>maybe they want to go back to 3.5 for personal reasons like not wanting to learn a new system</p><p></p><p>Maybe they were pressured to play in the group by a friend</p><p></p><p>Id ask the player what their characters goal is, and what their goal is in the game. I've found doing that make a group much more cohesive.</p><p></p><p></p><p>Good luck.</p></blockquote><p></p>
[QUOTE="FrozenChrono, post: 4373629, member: 70738"] Don't solve this by killing him for not playing the way everyone else does. In the 3.5 DMG 2 there is a brief discussion of player types, I believe your problem player is a classic outlier. Described on page 17, these players like to subvert normal game dynamics, play by their own rules, and try strange character concepts with strange mixtures of abilities. These players define success by their own terms, by setting themselves up to "fail" at character creation what most people would consider setbacks the outlier considers a victory. So how do you deal with this kind of a player? That depends. If you want to keep him around, and keep your entire party happy (which seems to be the case) you're going to need to allow his character to "fail" without it affecting the party. However it's not as simple as sticking him in a pit trap or knocking him out at the begining of combat. In order for your player to be happy he's going to have to fail on his terms. Your best bet is going to be to present him with something to interact with early in a session that he can use as a method to achieve personal failure if your lucky this may be as simple as roleplaying him interacting with some locals and completely offending them, or commiting some small crime in their presence which then gives him the option of leaving town. paying a fine, or serving some other sentence. Hopefully this will give him enough satisfaction (or disability) so that he won't interfere with the other players too much. I suspect it will not be that easy. Your player may still want to "fail" more at this point. If this is the case there are still a few things you can do. Reduce the difficulty of the parties encounters to reflect the sub optimal party memeber. Give the player options for "fails" during combat (traps, bbg's, extra monsters, convenient reasons not to go into combat), Some other things to consider Your player may just not want to play, maybe they want to go back to 3.5 for personal reasons like not wanting to learn a new system Maybe they were pressured to play in the group by a friend Id ask the player what their characters goal is, and what their goal is in the game. I've found doing that make a group much more cohesive. Good luck. [/QUOTE]
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