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How to engage a "poke the bear" player?
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<blockquote data-quote="Warpiglet" data-source="post: 7151439" data-attributes="member: 6689161"><p>The new grapple mechanics are fun. They mean that you cannot make a crowd into nothing. A group of strong guards can overbear someone and put them in prison.</p><p></p><p>If you drop hints about the inadvisable actions and the character persists, take away their power for a while. Make it not as fun as being free. Perhaps let the other characters get a trinket or some information that the imprisoned character misses out on.</p><p></p><p>Do so in a way that does not scream railroading. Part of being in an imaginary world is CONSEQUENCES. Make some good ones. </p><p></p><p>If you are really skilled, hopefully more than me, make the really unpleasant consequences actually fun for everyone. Everyone in peril because of stupid aggression and a fun new side adventure starts.</p><p></p><p>But if you really want this nonsense to stop, drop the hammer. Everyone else learns of a small side quest and they are given a trinket to start it. Perhaps combat crazy guy can be informed and maybe they wait for him to get out of the clink, but he does not get the same bonus others got.</p><p></p><p>Have them in an area in which strict laws are known and ENFORCED. Let him eat the consequences. </p><p></p><p>Really, how often will someone repeat behavior that leads to less fun? Unless high level, he should not always be able to beat everyone! Even then, there is someone tougher. The extra hints you drop about consequences should preempt the Waahmbulance.</p></blockquote><p></p>
[QUOTE="Warpiglet, post: 7151439, member: 6689161"] The new grapple mechanics are fun. They mean that you cannot make a crowd into nothing. A group of strong guards can overbear someone and put them in prison. If you drop hints about the inadvisable actions and the character persists, take away their power for a while. Make it not as fun as being free. Perhaps let the other characters get a trinket or some information that the imprisoned character misses out on. Do so in a way that does not scream railroading. Part of being in an imaginary world is CONSEQUENCES. Make some good ones. If you are really skilled, hopefully more than me, make the really unpleasant consequences actually fun for everyone. Everyone in peril because of stupid aggression and a fun new side adventure starts. But if you really want this nonsense to stop, drop the hammer. Everyone else learns of a small side quest and they are given a trinket to start it. Perhaps combat crazy guy can be informed and maybe they wait for him to get out of the clink, but he does not get the same bonus others got. Have them in an area in which strict laws are known and ENFORCED. Let him eat the consequences. Really, how often will someone repeat behavior that leads to less fun? Unless high level, he should not always be able to beat everyone! Even then, there is someone tougher. The extra hints you drop about consequences should preempt the Waahmbulance. [/QUOTE]
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How to engage a "poke the bear" player?
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