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<blockquote data-quote="William Ronald" data-source="post: 1560368" data-attributes="member: 426"><p>DragonLancer: I think the player needs to realize that other playing styles are valid, and that a DM has to interprept the rules. Perhaps it might be good to show him examples of play styles where role-playing and action co-exist in good balance. (Possibly you might want to refer the player to the Story Hour forum. Piratecat's and Sepulchrave's story hours are very good.)</p><p></p><p>I find it best to try to work with problem players. However, sometimes playing styles can strongly conflict with each other. A possible solution is to have parts of some adventures oriented to different styles. Perhaps you can set up an adventure where the role playing has an important impact in the part of the adventure which he is interested in. He may have to win over a potential ally, or prove his worth to someone. You might also give him a few situations where his character needs to use his wits or talk his way out of a situation. </p><p></p><p>If all else fails, it would be better to ask a player to leave than to have a group fall apart due to infighting. It is important for a players to have faith in their DM -- as well as each other.</p></blockquote><p></p>
[QUOTE="William Ronald, post: 1560368, member: 426"] DragonLancer: I think the player needs to realize that other playing styles are valid, and that a DM has to interprept the rules. Perhaps it might be good to show him examples of play styles where role-playing and action co-exist in good balance. (Possibly you might want to refer the player to the Story Hour forum. Piratecat's and Sepulchrave's story hours are very good.) I find it best to try to work with problem players. However, sometimes playing styles can strongly conflict with each other. A possible solution is to have parts of some adventures oriented to different styles. Perhaps you can set up an adventure where the role playing has an important impact in the part of the adventure which he is interested in. He may have to win over a potential ally, or prove his worth to someone. You might also give him a few situations where his character needs to use his wits or talk his way out of a situation. If all else fails, it would be better to ask a player to leave than to have a group fall apart due to infighting. It is important for a players to have faith in their DM -- as well as each other. [/QUOTE]
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