Problem Players

Bansidhe

First Post
Hi there all. I'm hoping to get some advise from some of you about problem players that we have in our group and ways to solve these issues.

The DnD group that I have been playing with have been friends for around 5 years now. Some of us go back further than that (one of the guys is who introduced me to DnD around 20 years ago). Though the group of people is a great group of friends and we have a lot of fun together my fiancee and I are having a lot of problems with the group at the current time.

We have six members total at the moment (though some other friends of ours occasionally come and go). I figure it would be good to run over the members that we have, and the problems that we have with some of them.

I am generally the guy in charge of what the group is doing, and am one of the 2 DMs in general. I organize our game days and am generally one of the two people in the DM seat. Most everything is run through me on our game days. Part of this comes from the fact that my fiancee has a lot of health problems that we have to be wary of, and so I am the guy that knows how to deal with them. The rest of that comes from the fact that I am the person who is willing to spend the extra energy to get the planning done. I have characters that jump from almost every race and class and am willing to play good, neutral, or if it comes to it evil characters.

My fiancee was introduced to the hobby 6 years ago and has been an avid player since then. She is the other DM for the group. While I am a mix between the old school war gamers and the newer heavy roleplayers she is firmly from the role playing camp. She plays most things from a stupid half orc that has an elven bard's soul trapped inside of him giving him advise, a well disciplined monk out seeking justice for the little man, a bloodthirsty dwarven priest, to mild mannered sages. The one defining characteristic about her characters is that they are almost always good. It is very hard for her to get out of that mindset (not a complaint, but a statement).

My friend of 20 years stopped playing DnD for many of the years that I have known him and I got him back into it about 5 years ago. Most of his experience up until that time was us playing in the schoolyard, and so in the past 5 years he has been trying harder and harder to get into more and more roleplaying rather than hack n' slash in his attitude. He plays a number of characters but his true loves seem to be wizards and people who can power attack. Though he isn't the best role player (and would tell you that himself) he tries to be good at it (all that we can ask really) and ensures that everyone is having a good time. He generally plays from a neutral position with some selfish tendencies.

The fourth member that we have is a Dave from KoDT. Though he gets into a lot more roleplaying his characters are almost always the highest strength ones. Certainly, I have a fair amount to do with this. When he was making one of his characters to be a cleric of healing I mentioned how awesome it would be to have a cleric truly designed to be a fighter. Go all out with the 20 Strength...K, I'm a little evil...I knew this would be like dangling a carrot in front of his nose. He jumped at the chance for it. But I have to say that the character that he made with it is a truly memorable one and we have a great time playing with him (though almost no other characters like his obnoxious personality, but all the players do). His general characters are ones that are extremely focused on one stat to make them really good at it. He has a halfing rogue that started with the 20 Dex and dual wields daggers, he has the Cleric of Kelanen with the 20 Str, he has a Dwarven Barbarian with a 20 Con, and a Mage with a 20 Intellect. Though he has more characters, these are the ones that stand out in my mind about him, and I'm certain he would agree with it.

Now, I come to the two players that we are having problems with. Both of these players are the oldest members of our group, outdistancing the rest of us by at least 10 years. The first guy is here for the fun of it. I have no problem with that. However, he makes characters that amuse him with no regards to campaign integrity. I know in his head he works on a lot of things and roleplays things in his mind, but sadly they do not come out at the game table. Between game sessions he is one of the two people who writes things for the game (character journals and such) and he is able to talk about the fact that his character has strong feelings towards another character when not at the table. When at the table though he is VERY hard to roleplay off of, generally having no opinion about the current topic or continually changing his mind (the latter being much more rare). His characters are generally built as the game goes on (something that I kind of miss from the old 2nd Ed days out of most players) and never put together with any power gaming in mind, in fact sometimes things don't make much sense at all.

Our last player is an awesome roleplayer, and he is convinced of that. Though his talent at offering differing opinions in the same scene (when dealing with 2 characters) and to keep them in his mind well is a testament to his abilities, sadly when he plays he generally has 2 archetypes that he plays with. He generally goes with being an invulnerable hero that gets the party and himself into a huge amount of trouble or he plays a spellcaster that disdains combat and looks down on most other individuals. In one long running game his character was told to not leave the house that the PCs were being sheltered in. He explored the entire house, and found a set of stairs leading down. As he climbed down this massive set of stairs he began to hear growling. He came to the bottom of the carved stairs and saw that beyond him was a natural cavern and the growling was growing louder. The one other PC that came with him told him that they were warned to not leave the house, and stepping off of the carved stairs into the natural cavern where there was growling coming from seemed like it would be stepping out of the house. The problem player didn't agree and so tried it. The creatures that had been growling jumped him and were far too powerful for these two to fight (the one who wanted to stay on the stairs was unwilling to just wait and watch his companion be torn apart by bears). The next week, his new character lead the party into a death trap that they had just escaped from (I have no idea why they followed him back into it, but they did). He blamed (at the time) both decisions on the fact that he hadn't gotten sleep the night before. Later, he said that part of his decision the second time was just that he was angry that his character had died the week before.

So this is what I am coming to the boards with. I'm hoping that some people might have some advise on ways that we can help out our group as my fiancee and I are having problems with them at this time. We don't want to stop playing with them because they are our friends (and the only real way we get to spend time with them a lot of the time) but we definately do not want to suffer burn out because of a game that we are less than happy with. Thanks for all the input.
Bansidhe
 
Last edited:

log in or register to remove this ad


First thing I'd do would be to have a face to face, away from the game, meeting with each individual that you feel is causing issues. First tell each what you like about the way they play, then explain the problems as you percieve them. Be non-confrontational, and stay away from finger pointing.

Personally, I don't really see any major problems here. One of your players seems to be a lurker type, the other is an explorer. You may want to read the first couple of chapters of the DMG II for tips on dealing with each type.

I would definately have a talk with the player who bases his characters actions on bitterness from the last session. That will lead to more problems down the line.
 

I think these people sound like the kinds of people that can be dealt with easily. Though, I'm curious - what do the others think of the two you and your fiance have a problem with? Do you get the sense they agree with you?

BTW, for some reason I love 'problem player threads.' It is kind of like Jerry Springer mixed with D&D. Thanks for indulging my schadenfruede!
 

devilbat said:
Personally, I don't really see any major problems here. One of your players seems to be a lurker type, the other is an explorer. You may want to read the first couple of chapters of the DMG II for tips on dealing with each type.

What devilbat said. Perhaps a solution might be to adapt your game to the players rather than trying to adapt the players to the game.

Some of my players do not always act the way I would expect them to act in a given situation. If I had your players, my challenge (which actually sounds like fun) would be to create scenerios that draw the lurker into the game and provide the explorer with interesting (perhaps harmless) things to explore. I'm not saying this is easy.

As others have mentioned, have a talk with the players--all of them. Ask them critique your games as a DM and see what suggestions they can offer that you can build on. For a DM, this information is as good as gold.
 

Concider yourself lucky. These players don't sound like problem players at all. This is actually the tamest "problem player" thread I've ever read. I can see the frustration though. But that's not a reason to quit or start drama with your two friends.

One thing that might help is to try to get these guys more attached to just one character. It sounds like you guys all have a bunch of characters each. You never strongly care about a character when you have a dozen of them in your possession. If the lurker/explorer guys cared more about their character dying, they won't risk putting themselves in danger so easily.

Also, I've noticed that guys who make new characters all the time never really take the game as seriously as guys who really care about one character. So they sometimes unintentionally ruin a session for others by being goofy, careless, annoying, confrontational, or bitter.

Getting a player to care about a single character is pretty tough. I just really try to make the game personal for everyone. Make that character the center of attention for an adventure & introduce that characters history to the other PC's by introducing NPC's and places to the party that are related to the characters history. If he feels like he's playing an Anakin Skywalker instead of a Storm Trooper, then he'll care more about his character dying.
 


I pretty much agree with all of the advice given so far. Talking with the player face to face and letting them know its disruptive to the group seems to be the best route. I have recently had to have this talk with a player and the player came to two more sessions but has had "other things" come up sense. That is fine and a consequence you have to take to keep stablity in your campaign. You have to be the guy who says, look your characters are disruptive to the campaign and I need them to mesh in order for you guys to stay in the group. If they decide the way they play their character is more important than cohesivenss then its up to you to decide which is more important.

After two weeks of not having the disruptive player there, the group has had some of the best team working experiences ever. It is wierd from a dm's perspective. We have a player of the week poll on the website after every adventure and for the first time everyone asked for "the team" to be printed. It was quite amazing. Point is take the risk, talk to them hope it improves. If not don't be afraid to ask them to not show up. Watch how smoothly things run and relax.
 

Sorry, you're boned. These aren't problem players -- they're players with a different style than the rest of the group. There's no "fixing" them.

In general, talking explicitly about styles of play helps with this kind of situation, as sometimes people are interested in trying different styles. But they're no more likely to change how they play than you or your fiancee are.
 

Crothian - fixed the lack of extra lines in the text. Hope that makes it better.

Keeper - Glad that I could indulge your little gaming fetish. tee-hee. As for what other players think they generally have agreed. The lurker doesn't have an opinion or present a springboard to roleplay off of. The explorer tends to get the players in trouble (no matter what the game), not care about other people's needs or desires, act for his own interests, and condescend other characters. The other two players agree with both of those statements.

Devilbat - We have discussed with the player about those actions. We have also talked about problems that we have with different people's play styles and the difficulties that arise from them. Have definately tried to stay away from finger pointing or blame placing and like to highlight good things that they bring to the table as well.

As for not being problem players, perhaps I haven't elaborated enough (though I think my fiancee is coming up with a post about that right now) but above I mentioned that the lurker makes characters with no regards to campaign integrity. I would think that would be considered a problem by most DMs. Am I wrong there?

Caudor - Well, how long to you indulge the explorer? We have had times where we give him 15 minutes of fame, then move on. He seems to immediately jump for his chance to do more and to go explore. As for the lurker, at one point (when all other PCs were dead after the explorer pulled the group back into the death trap) he was the center point of the game. He was the one making decisions. During the ressurection ceremony performed by a Stone Giant godling he was tasked with bringing the memory of the fallen person to the present so that the spell would have something to focus its energy on. Though he had played with these people and characters for several months he was unable to come up with anything to say about any of them. His character was secretly in love with another one of the characters and he couldn't come up with anything for even her.

Oryan77 - Yes, I don't think that these are horrible problem players. I'm not trying to put them out here as big problems or reasons that my fiancee or I will not play with them. However, burnout is increasing especially in hers and my willingness to DM. Sadly we are needing to convert from a table top game to an internet game using OpenRPG and voice communication software. Our 20 Stat guy was going to try his hand at DMing (got one session in of it) but all of us think that DMing under these conditions will be hard enough for experienced DMs, let alone someone trying it as their first time. So it looks like it is coming around to the two of us again. So we are hoping to find a way to fix the problems that we feel are in the group before we go again.

As for having a lot of characters, many of the characters that I was listing off to you are from the RPGA campaigns that we play together and not from our home game play. I don't know if you are familiar with RPGA or not, but we have definately had a large amount of characters because of those play experiences. In our home campaign we try to have something with a very different play feel and a much longer lasting experience.

And making people care about their characters is a very important thing. I know that the player whose character walked out of the house and into the cave cared deeply for his character. I know that everyone else that was in that campaign cared about their characters. The game had gone on for some on and off for over two years at that point. After the deaths it is the game that I have heard the most about held up and touted as 'glory days' of role playing.

Hand of Evil - Thanks, taking a look at some of those.

DonTadow said:
I pretty much agree with all of the advice given so far. Talking with the player face to face and letting them know its disruptive to the group seems to be the best route. I have recently had to have this talk with a player and the player came to two more sessions but has had "other things" come up sense. That is fine and a consequence you have to take to keep stablity in your campaign. You have to be the guy who says, look your characters are disruptive to the campaign and I need them to mesh in order for you guys to stay in the group. If they decide the way they play their character is more important than cohesivenss then its up to you to decide which is more important.

After two weeks of not having the disruptive player there, the group has had some of the best team working experiences ever. It is wierd from a dm's perspective. We have a player of the week poll on the website after every adventure and for the first time everyone asked for "the team" to be printed. It was quite amazing. Point is take the risk, talk to them hope it improves. If not don't be afraid to ask them to not show up. Watch how smoothly things run and relax.

OK, this brings to mind another facet of the problem. After the one player convinced a number of others to head back into the death trap (and I am not putting all the blame on him in my mind by any means. The other PCs decided to go back in with him when they could have said no) all but one of the characters died. He got away and went to start ressurecting the characters (not the easiest proposition in my games and made more difficult by a few things affecting different PCs).

A number of years passed before he could actually pull it off, and during those years he discovered a lot about his missing history and met his mother. She guided him and in the end told him that the time for the rebirth of his friends was at hand. She instructed him to seek out the Stone Giant Godling that they had allied with in the past (the one that didn't want people to leave the house) and see if he could be of assistance. So the character headed back to the home of the Stone Giant. One ressurection was fairly easy as that PC had nothing binding on his soul and so was easy to bring back as soon as he could be convinced to leave 'heaven'.

The next 2 ressurections were much more difficult. One of the PCs had been marked by a devil to come to him upon her death, and the other swore a sacred oath to die protecting a stretch of land that he was not fighting for at the time of his death so he went to the Demon Lord of Oathbreakers. The PCs went through and fought/negotiated/pleaded to get these 2 friends of theirs out of the situation they were in. Those three weeks that we played were awesome! We had a great time, and it was probably some of the best times that we had with the group. Then the explorer came back and it seemed that people's spirits were lower than they were the previous few weeks. His character had been ripped apart mind, body, and soul. Sadly I see little evidence of this traumatic experience in his play shortly after that.

Well...I kind of hope that this explains some more. I appreciate the feedback so far and look forward to some more. Thanks for the help.
Bansidhe
 
Last edited:

Remove ads

Top