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<blockquote data-quote="DarrenGMiller" data-source="post: 1952804" data-attributes="member: 23174"><p>Greetings! I am relatively new here, since I have only really been posting for the past two weeks or so, but I "know" some of you from other places online.</p><p> </p><p>I have a player problem and I would love suggestions from other DM's here.</p><p> </p><p>Two of my players have a conflict. We have been gaming together for several years and in a desire not to hurt each other's feelings, they are not going to discuss it with each other. Heck, one of them does not even admit there is a problem. The other one is probably going to quit because he can no longer stand being in a game with the other player.</p><p> </p><p>Neither of them are bad players and neither of them are really hurting the game. The only real problem I have other than I am probably going to lose a good player over this (who was going to be leaving the area in about 8 months anyway), is that the other player involved does tend to constantly point out rules that he thinks are broken or shouldn't work the way they do (see my posts in another thread). He thinks 2E was better and would like to see some of those rules incorporated. He also comes from the White Wolf - Vampire, etc. background where most of my players are either younger and 3.x is their first system, or they have come from a strong 1E/2E background. This matters because the current campaign is intended to be strongly classic D&D flavor a la 1E with Temple of Elemental Evil and several Necromancer games products used.</p><p> </p><p>There are no real specific situations I can give you on why the player is aggravated enough to quit. It really spans several campaigns and the evolution of their relationship. We have had several VERY abbreviated campaigns (in the 2-3 month range) lately and I am trying to get one to last for a while, especially since I am really enjoying this campaign.</p><p> </p><p>Some food for thought:</p><p> </p><p>1. What do you think is the difference in groups who were friends before they gamed together and groups that are only friends because they game together?</p><p> </p><p>2. What are the advantages/disadvantages of a long-standing group that plays in a home vs. a somewhat transient group that games in a FLGS?</p><p> </p><p>My group has been gaming together mostly since about 2002 (one player since 2000). We are pretty much only friends because we game together and would probably not stay friends for long if the gaming stopped. We mostly only met because earlier incarnations of my group met at a FLGS and now we haved moved to a player's home (but have other venues available if need arises) since late 2002/early 2003. We have had very little player transition/new blood since the move out of the gaming store.</p><p> </p><p>Okay, enough of my rambling. Thanks for any and all helpful comments.</p><p> </p><p>DM</p></blockquote><p></p>
[QUOTE="DarrenGMiller, post: 1952804, member: 23174"] Greetings! I am relatively new here, since I have only really been posting for the past two weeks or so, but I "know" some of you from other places online. I have a player problem and I would love suggestions from other DM's here. Two of my players have a conflict. We have been gaming together for several years and in a desire not to hurt each other's feelings, they are not going to discuss it with each other. Heck, one of them does not even admit there is a problem. The other one is probably going to quit because he can no longer stand being in a game with the other player. Neither of them are bad players and neither of them are really hurting the game. The only real problem I have other than I am probably going to lose a good player over this (who was going to be leaving the area in about 8 months anyway), is that the other player involved does tend to constantly point out rules that he thinks are broken or shouldn't work the way they do (see my posts in another thread). He thinks 2E was better and would like to see some of those rules incorporated. He also comes from the White Wolf - Vampire, etc. background where most of my players are either younger and 3.x is their first system, or they have come from a strong 1E/2E background. This matters because the current campaign is intended to be strongly classic D&D flavor a la 1E with Temple of Elemental Evil and several Necromancer games products used. There are no real specific situations I can give you on why the player is aggravated enough to quit. It really spans several campaigns and the evolution of their relationship. We have had several VERY abbreviated campaigns (in the 2-3 month range) lately and I am trying to get one to last for a while, especially since I am really enjoying this campaign. Some food for thought: 1. What do you think is the difference in groups who were friends before they gamed together and groups that are only friends because they game together? 2. What are the advantages/disadvantages of a long-standing group that plays in a home vs. a somewhat transient group that games in a FLGS? My group has been gaming together mostly since about 2002 (one player since 2000). We are pretty much only friends because we game together and would probably not stay friends for long if the gaming stopped. We mostly only met because earlier incarnations of my group met at a FLGS and now we haved moved to a player's home (but have other venues available if need arises) since late 2002/early 2003. We have had very little player transition/new blood since the move out of the gaming store. Okay, enough of my rambling. Thanks for any and all helpful comments. DM [/QUOTE]
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