Trickstergod
First Post
Everybodies posted some rather good responses in my opinion, so I'll try not to be overly long-winded when most everyone else has already done a wonderful job.
My own way of dealing with rules-lawyering is, essentially, as such:
If someone wishes to dispute the rules with me, they can, so long as they're curt about it, and understand that if I disagree with whatever they just told me, then that's it - for the moment. I'm fine with being contradicted, so long as it doesn't bog down the game. The exception is if my mistake is going to get a character killed, in which case, I'll let the player rattle my ear off so long as it sounds like an honest to goodness grievance as opposed to just trying to worm out of the character dying. But that's the only exception. Even if I'm mistaken, unless a character is going to die, it's not important enough to slow down the game.
On the other hand, I let my players know that, after game, they can argue with me all they like, and get their gripes off their chest. It's not slowing down game, so it doesn't hurt to listen, and, in turn, affords me more time to argue my own point. If I'm wrong, hey, great, I'm not perfect, and if I screwed up, I'll fix any mistake I just made. And, even if I'm right, I still made sure the door was open for complaints, instead of letting the player grow to resent me for just ignoring them out of hand. But the important thing is, that this happens outside of the game, and not during it, so it doesn't slow anything down.
My own way of dealing with rules-lawyering is, essentially, as such:
If someone wishes to dispute the rules with me, they can, so long as they're curt about it, and understand that if I disagree with whatever they just told me, then that's it - for the moment. I'm fine with being contradicted, so long as it doesn't bog down the game. The exception is if my mistake is going to get a character killed, in which case, I'll let the player rattle my ear off so long as it sounds like an honest to goodness grievance as opposed to just trying to worm out of the character dying. But that's the only exception. Even if I'm mistaken, unless a character is going to die, it's not important enough to slow down the game.
On the other hand, I let my players know that, after game, they can argue with me all they like, and get their gripes off their chest. It's not slowing down game, so it doesn't hurt to listen, and, in turn, affords me more time to argue my own point. If I'm wrong, hey, great, I'm not perfect, and if I screwed up, I'll fix any mistake I just made. And, even if I'm right, I still made sure the door was open for complaints, instead of letting the player grow to resent me for just ignoring them out of hand. But the important thing is, that this happens outside of the game, and not during it, so it doesn't slow anything down.