Walk softly and carry a big plot-hook...
Tough situation. About the only weapon I have in my arsenal to combat players who'd really rather game in their world than mine is story. Try tailoring situations so that the character becomes central to a major plotline, even if this entails mimicking some of his/her nuttiness. Involve the character. Try and get them to care more about the world as you create rather than what they've created in their own minds. Its a question of getting them out of their own head and into yours {ow, creepy sounding}, or rather, into a collaborative fiction that both of you are partners in.
I've had players with very different tastes/styles. With freakish backstories and or character themes {a certain deaf-mute illusonist comes to mind....} But ultimately, I've found that that as much as a player might love their character concept, they'd much prefer the dynamic storylines I'm give them to play in, over their own static histories.
I always chalk up this kind of extreme RP'ing to a lack of invlovement on the players part. Once the get invloved, care about the NPC's, plots, adventure, etc, then you've got them hook, line and sinker. And the craziness tends to go away. Usually.
Tough situation. About the only weapon I have in my arsenal to combat players who'd really rather game in their world than mine is story. Try tailoring situations so that the character becomes central to a major plotline, even if this entails mimicking some of his/her nuttiness. Involve the character. Try and get them to care more about the world as you create rather than what they've created in their own minds. Its a question of getting them out of their own head and into yours {ow, creepy sounding}, or rather, into a collaborative fiction that both of you are partners in.
I've had players with very different tastes/styles. With freakish backstories and or character themes {a certain deaf-mute illusonist comes to mind....} But ultimately, I've found that that as much as a player might love their character concept, they'd much prefer the dynamic storylines I'm give them to play in, over their own static histories.
I always chalk up this kind of extreme RP'ing to a lack of invlovement on the players part. Once the get invloved, care about the NPC's, plots, adventure, etc, then you've got them hook, line and sinker. And the craziness tends to go away. Usually.