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Problem Players

JoeGKushner said:
A couple of weeks ago I was DMing the Scarred Lands. Most of the players made pretty normal characters and we've played a few games without issue but we have one player, who no matter who GMs, always seems to have the following issues.

1. Lone Wolf trick: i.e. leaves party to explore on own. Goes off without party on numerous jaunts in city, exploring sewers, etc...

2. Says things and then when asked if certain he's doing it, claims yes, then when results start coming in, says he would've never done that.

3. Bullies other characters based on his own power level and plots to kill other characters when he doesn't like the players.

1. Ignore him. When he asks when he can do something, say "later, I'm running the adventure right now." He'll get the hint. Lone wolf every now and then - not a problem. Lone wolf every time you game - problem. His problem. Players have a certain amount of responsibility to stick with the group, since not sticking with the group makes it more annoying for everyone involved. Maybe he'd prefer to play solo games?

2. Tough titty. He did it. Live and learn. Don't like my ruling? There's the door.

3. That's fine. As soon as the character willfully commits an evil act, make him give you his character sheet. Now he's an NPC, and under your control. Tell him to make a new player character. Don't like it? There's the door.

He should be able to debate all he likes between sessions. During the game, you're the boss. Let him know it. If he doesn't like it, guess what?

Yep, there's the door.
 

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Greetings!

Yeah, well, I agree ForceUserathome.:) I don't have too much experience with people like this--because I play with my family, and with long-time friends. Others that have over the years joined have been pretty carefully selected. However, there have been a few jerks who just couldn't seem to get the programme.

I say you talk to him once--if he can prove he can change over say, a six-week period, if not immedietely, then he's gone. Just say, "sorry. I discussed these issues with you extensively. You have chosen not to get with the programme in this group, so you need to find another group, because it isn't going to work here."

Just like that. You don't call him, and you don't invite him back. He's done.

Now, I admit that I am a sort of person that takes command, and I don't tolerate any nonsense. I tend to have friends that are all on the same page with me, so as I mentioned, that is the best way to do it. Long-term, I would suggest that you only cultivate friends to play D&D with. If you are friends--real friends--none of this kind of nonsense really ever goes on, and if there is an occasional misunderstanding, it's usually an easy and relatively painless thing to take care of it. That's one of the biggest reasons that I avoid playing with strangers, really. Because I don't know if six-eight weeks down the road, they are going to show themselves to be real bastards, and then, you are left with the proposition of telling them to hot the bricks!--and "There's the door."

It isn't the most pleasant occasion--but for yourself, and for the other friends that you play with--you must be firm and decisive.:)

Semper Fidelis,

SHARK
 

First I say talk to him. List out the issues and find out what type of game he expects and if he is really interested in the game or just wanting to 'hang'. Sometimes people play just because all their friends do and yet they don't have any interest in it.

If that does not work boot him. This has nothing to do with friendship, it is about the game and D&D is a team game.

Now, you can have spin-off games with smaller group, two players, and see how he does with that.

People grow apart, interest change but sometimes we try to hang on, only to find out that we no longer really like the person our friends have become (or they don't like us).
 

JoeGKushner said:
Sounds like a no-brainer right? Problem is the same that happens to many groups. He's a long time friend and doesn't take any criticism of his role playing, life decesions, etc... at all. Once in a blue moon he may admit that he was wrong, but then the behaviour starts up again.

Now maybe I'm alone in thinking this, but to me, role playing is a group effort. Sure, the spotlight may move here and there, and the GM may occassional suffer favoritism now and again, but if one player is, intentionally or not, ruining the other players fun, what good is he?

Anyone experience this problem?

:(

Yes.

For the first time, I recently asked a player to not return to the table because of similiar behavior. No one was enjoying the game because of his foul behavior.

It was, and still is, rough because the guy works at the same place I do and in the same department I do. But after he was gone from game, things improved greatly and the rest of group began having fun again.

No one can can control the behavior of another. If polite and reasonable discussions of what is wrong cannot be acheived, it is time to consider asking the person to leave. It may suck but things will get better at the game.

I wish you good luck with your situation.

machine.
 
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I had a problem with one of my pc's. He would constantly belch loudly..i mean uber loud that would deafen a room. I politely told him one day "Don't do it anymore it's become a problem with the group." He complied and has only done it once since and apologized greatly for it.


Take him aside and talk to him. If it doesn't work than the sanctity of the whole of the group is better off without him.

I am going to have to do this again as one of my PC's wife is taking a night job and wants us to stop playing after 2 hrs. Drive 20min to his house, unpack and play for 4 more hours instead of our normal 6-8? No. Not gonna happen..i will lose one player to keep 5.
 

JoeGKushner said:
A couple of weeks ago I was DMing the Scarred Lands. Most of the players made pretty normal characters and we've played a few games without issue but we have one player, who no matter who GMs, always seems to have the following issues.

1. Lone Wolf trick: i.e. leaves party to explore on own. Goes off without party on numerous jaunts in city, exploring sewers, etc...

2. Says things and then when asked if certain he's doing it, claims yes, then when results start coming in, says he would've never done that.

3. Bullies other characters based on his own power level and plots to kill other characters when he doesn't like the players.

:(

I used to have a player that behaved like this (in the mid-80's when we were in high school and played 1e). Anyway- one particularly large session (12 players and two DMs) saw the guy pulling the same angst BS he always did....

At one point he snuck away from the party to rob a shop the party had just visited. This was fine, except we (me and the other DM) had planned for this contingency.

Now, call it what you will, turn about is fair play, cheating, etc....but when the guy attempted to rob the store, the storekeeper tripped a "silent alarm" that triggered an alert in the local merchant's guild who in turn signaled the guards at the nearby guard tower.

When the guards arrived at the locale, the PC had just finished his job (decided it would be better to slit the shopkeeper's throat and kill him) and was looting the store. The PC was promptly overpowered and arrested.

When the party got word of what happened, they decided to leave the poor sod in the local jailer's dungeon (apparently they were tired of his crap too) though one or two players actually left the party to stick around town and watch the public execution of this guy a few days later.

Needless to say, the next character the player had did not behave this way at all.

I'm not saying this is the only way to go, but it worked for us oh so long ago. :)
 
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