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How do you handle campaign cheaters?
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<blockquote data-quote="drakhe" data-source="post: 1850421" data-attributes="member: 4930"><p><strong>Turn the table, but kicking out remains key</strong></p><p></p><p>If I find out one of my players is cheating, at first I'll not realy bother untill the cheat becomes obvious, ir is disruptive. Generaly I'll then "cheat back" by sidestepping the cheat or changing the plot/setting/encounter to ignore the cheat. Offcourse if the cheating continues into the extreme or I have too much work sidestepping the cheat, the kicking of behinds direction exit is mandatory.</p><p> </p><p>I guess I don't realy mind cheating unless it severly disrupts the game or kills the fun for some or all of the participants. It all comes down to trust and having fun. If a player uses monster info learned in another game or reads up on that NPC I mentioned, I don't mind. In the case presented (WLD ...) the cheating is extremely disruptive and as mentioned before breaks the trust. If he had bought the WLD I might at some point forgive the guy and make it a kind of a duel, but anybody that runs to his FLGS to browse publications to collect foreknowledge isn't worth having as a player.</p><p></p><p>pm: there's only one thing that could be worse: when the group turns against the DM for kicking this kind of players out. It would be all too easy to "not cheat" but play based on the information of a cheater. Should I ever have the misfortune of DM'ing for such a group, play would be suspended indefinatly very quickly (but so far, none of my groups have benn "clean")</p></blockquote><p></p>
[QUOTE="drakhe, post: 1850421, member: 4930"] [b]Turn the table, but kicking out remains key[/b] If I find out one of my players is cheating, at first I'll not realy bother untill the cheat becomes obvious, ir is disruptive. Generaly I'll then "cheat back" by sidestepping the cheat or changing the plot/setting/encounter to ignore the cheat. Offcourse if the cheating continues into the extreme or I have too much work sidestepping the cheat, the kicking of behinds direction exit is mandatory. I guess I don't realy mind cheating unless it severly disrupts the game or kills the fun for some or all of the participants. It all comes down to trust and having fun. If a player uses monster info learned in another game or reads up on that NPC I mentioned, I don't mind. In the case presented (WLD ...) the cheating is extremely disruptive and as mentioned before breaks the trust. If he had bought the WLD I might at some point forgive the guy and make it a kind of a duel, but anybody that runs to his FLGS to browse publications to collect foreknowledge isn't worth having as a player. pm: there's only one thing that could be worse: when the group turns against the DM for kicking this kind of players out. It would be all too easy to "not cheat" but play based on the information of a cheater. Should I ever have the misfortune of DM'ing for such a group, play would be suspended indefinatly very quickly (but so far, none of my groups have benn "clean") [/QUOTE]
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