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<blockquote data-quote="Pseudopsyche" data-source="post: 5234461" data-attributes="member: 54600"><p>To me, John seems to be playing a sidekick or henchman, not a hero. That's not intrinsically bad, if you design your encounters to be balanced for the number of effective PCs in the party. The key problem here might be that John manages to steal the spotlight, by painstakingly deliberating over his actions and talking down his nose at the other players.</p><p></p><p>The first thing I would try is to give every player equal time and voice. If John takes too long to choose an action, give everyone a time limit in combat. Make it clear through your actions that you're accepting input from everybody, not just the disruptive player. Just because he's been in the group the longest doesn't mean he should get more of a say in anything than anybody else.</p><p></p><p>If John refuses to allow everyone to participate fully, then remove him from the group on those grounds.</p></blockquote><p></p>
[QUOTE="Pseudopsyche, post: 5234461, member: 54600"] To me, John seems to be playing a sidekick or henchman, not a hero. That's not intrinsically bad, if you design your encounters to be balanced for the number of effective PCs in the party. The key problem here might be that John manages to steal the spotlight, by painstakingly deliberating over his actions and talking down his nose at the other players. The first thing I would try is to give every player equal time and voice. If John takes too long to choose an action, give everyone a time limit in combat. Make it clear through your actions that you're accepting input from everybody, not just the disruptive player. Just because he's been in the group the longest doesn't mean he should get more of a say in anything than anybody else. If John refuses to allow everyone to participate fully, then remove him from the group on those grounds. [/QUOTE]
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