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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="Ralif Redhammer" data-source="post: 7999749" data-attributes="member: 30438"><p>I've encountered players that sound a whole lot like this. For whatever reason, there's a certain type of player, that when presented with a figure of authority, cannot help but insult and abuse them. It's related to the Instigator player type - they like to do stuff just to make stuff happen, good or bad. But I think it's also a way at pushing at the boundaries of the game, like trying to find the limit to the map in a videogame. They want to see just how much they can push at the world without it breaking.</p><p></p><p>What I try to do with these sorts of disruptive behaviors is ask the rest of the table "do you let your comrade do this" or "does your fellow adventure speak for you." Yes, that's stomping on the disruptive player's freedom of choice. But D&D is a group game, and some decisions have to be made as a group, not held hostage by one or two disruptive players.</p><p></p><p>My way forward when I can't head it off with the aforementioned techniques has generally with these folks is generally to ask myself three questions: What are the consequences of their actions? What is the way forward from this development? How do I make it still be fun for everyone (including myself)?</p></blockquote><p></p>
[QUOTE="Ralif Redhammer, post: 7999749, member: 30438"] I've encountered players that sound a whole lot like this. For whatever reason, there's a certain type of player, that when presented with a figure of authority, cannot help but insult and abuse them. It's related to the Instigator player type - they like to do stuff just to make stuff happen, good or bad. But I think it's also a way at pushing at the boundaries of the game, like trying to find the limit to the map in a videogame. They want to see just how much they can push at the world without it breaking. What I try to do with these sorts of disruptive behaviors is ask the rest of the table "do you let your comrade do this" or "does your fellow adventure speak for you." Yes, that's stomping on the disruptive player's freedom of choice. But D&D is a group game, and some decisions have to be made as a group, not held hostage by one or two disruptive players. My way forward when I can't head it off with the aforementioned techniques has generally with these folks is generally to ask myself three questions: What are the consequences of their actions? What is the way forward from this development? How do I make it still be fun for everyone (including myself)? [/QUOTE]
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