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<blockquote data-quote="Mercule" data-source="post: 1844331" data-attributes="member: 5100"><p>I've got some history maybe being on the other side of the equation. I've got a very good head for rules -- it wouldn't be outrageous to say that I could probably do better at some sort of rules-citing competition than the rest of my group combined.</p><p> </p><p>I have found myself giving my best friend "a hard time" when he DMs. It really happens when I'm trying to set up for some combo or cool use of a special ability. I don't think I'm using "exploits" of any sort, because I'm using rules that are just floating through my head. I didn't look them up to do the maneuver, and I didn't go through the books looking for oddball rules to use (I actually usually read rules from a GM point of view). Still, I found myself often surprising him with a rule or option he had no clue existed. The result was me instructing the DM on the rules and/or feeling like I couldn't plan ahead or act intelligently because my set-up was often invalidated.</p><p> </p><p>It's the last thing that frustrated me and got me defensive (offensive?) about the rules. I was controlling my character based on one set of assumptions while the DM was running with another. It was like the "laws of physics" sometimes suddenly changed when I went to move. Very much a "pulling the rug out" experience.</p><p> </p><p>I should note, that I've got no problem with house rules -- I've got plenty in my game. I've got a problem with making them up on the spot, doing so in such a way as to void assumptions players have been building from, and with not being consistant with those house rules.</p><p> </p><p>Unfortunately, there were a few other issues at work in this game that resulted in, basically, a player coup. A lot of it can be broken down to some house-rules that made an already dangerous module (RtToEE) more difficult. I did learn a bit, though.</p><p> </p><p>Now, I'm going to assume your player isn't just a power hound or anything of the sort. When you talk to your player, remember to go at it with an attitude of looking for a solution together -- and that the player isn't the problem, the communication is. Acknowledge the player's strengths. He sounds like a wiz at the rules. Lead in with that. Ask him what the issue is from his point of view. If he's like me, he'll be willing to conform to your ideas -- but he has to know about those ideas, first. </p><p> </p><p>Regardless of what the issue is, though, unless it is a purely informational thing, there should be a bit of compromise. And a compromise means that he should be giving, as should you. If he's completely unwilling to budge, it obviously shows some issues. But, if you find yourself unwilling to even consider adjusting your position, it'd be a warning sign that you need to get your attitude in check.</p><p> </p><p>Oh, and all that advice is <u>much</u> easier said than done.</p></blockquote><p></p>
[QUOTE="Mercule, post: 1844331, member: 5100"] I've got some history maybe being on the other side of the equation. I've got a very good head for rules -- it wouldn't be outrageous to say that I could probably do better at some sort of rules-citing competition than the rest of my group combined. I have found myself giving my best friend "a hard time" when he DMs. It really happens when I'm trying to set up for some combo or cool use of a special ability. I don't think I'm using "exploits" of any sort, because I'm using rules that are just floating through my head. I didn't look them up to do the maneuver, and I didn't go through the books looking for oddball rules to use (I actually usually read rules from a GM point of view). Still, I found myself often surprising him with a rule or option he had no clue existed. The result was me instructing the DM on the rules and/or feeling like I couldn't plan ahead or act intelligently because my set-up was often invalidated. It's the last thing that frustrated me and got me defensive (offensive?) about the rules. I was controlling my character based on one set of assumptions while the DM was running with another. It was like the "laws of physics" sometimes suddenly changed when I went to move. Very much a "pulling the rug out" experience. I should note, that I've got no problem with house rules -- I've got plenty in my game. I've got a problem with making them up on the spot, doing so in such a way as to void assumptions players have been building from, and with not being consistant with those house rules. Unfortunately, there were a few other issues at work in this game that resulted in, basically, a player coup. A lot of it can be broken down to some house-rules that made an already dangerous module (RtToEE) more difficult. I did learn a bit, though. Now, I'm going to assume your player isn't just a power hound or anything of the sort. When you talk to your player, remember to go at it with an attitude of looking for a solution together -- and that the player isn't the problem, the communication is. Acknowledge the player's strengths. He sounds like a wiz at the rules. Lead in with that. Ask him what the issue is from his point of view. If he's like me, he'll be willing to conform to your ideas -- but he has to know about those ideas, first. Regardless of what the issue is, though, unless it is a purely informational thing, there should be a bit of compromise. And a compromise means that he should be giving, as should you. If he's completely unwilling to budge, it obviously shows some issues. But, if you find yourself unwilling to even consider adjusting your position, it'd be a warning sign that you need to get your attitude in check. Oh, and all that advice is [u]much[/u] easier said than done. [/QUOTE]
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