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Telling others how to roleplay
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<blockquote data-quote="Sir Whiskers" data-source="post: 1286253" data-attributes="member: 6941"><p>With respect to those who feel this should be solved in character, this is a <strong>player</strong> issue. We play the game to have fun. I've yet to really enjoy a session when one or more players are intent on "roleplaying" in a disruptive manner, however compelling their concept. </p><p></p><p>In this case, the player is being selfish by playing his character in the way he is. He is sending a clear message to the other players that he doesn't care about their characters, only his own. Using roleplaying and character concept as excuses to not be a team player is absurd. There is a fine line between interesting party dynamics and disruption - I admit I'm making assumptions here, but this player's behavior is far too similar to disruptive behavior I've experienced too often in the past.</p><p></p><p>If, as I suggest, it's a player issue, then the GM must step in. First, set ground rules for character creation: characters <strong>must</strong> have a reason to cooperate with each other. This in no way means the characters have no personality, but it does mean the game comes before any one character. Then allow the player the option to (in character) quickly modify his character's behavior. If he refuses, allow the other characters vote him "off the island". He can then create a new character, one who will work with the party.</p><p></p><p>While this may seem harsh, I can't help thinking of the Tampa Bay Buccaneers situation with Keyshawn Johnson. Though he is a good receiver, he was a disruption to the rest of the team. The coach decided the team would be better without him, and he was right. It's up to your player whether or not he wants to be another Keyshawn. </p><p></p><p>The goal of the game is for the entire group to have fun. Roleplaying individual characters is just a means to this end, not the end itself.</p></blockquote><p></p>
[QUOTE="Sir Whiskers, post: 1286253, member: 6941"] With respect to those who feel this should be solved in character, this is a [B]player[/B] issue. We play the game to have fun. I've yet to really enjoy a session when one or more players are intent on "roleplaying" in a disruptive manner, however compelling their concept. In this case, the player is being selfish by playing his character in the way he is. He is sending a clear message to the other players that he doesn't care about their characters, only his own. Using roleplaying and character concept as excuses to not be a team player is absurd. There is a fine line between interesting party dynamics and disruption - I admit I'm making assumptions here, but this player's behavior is far too similar to disruptive behavior I've experienced too often in the past. If, as I suggest, it's a player issue, then the GM must step in. First, set ground rules for character creation: characters [B]must[/B] have a reason to cooperate with each other. This in no way means the characters have no personality, but it does mean the game comes before any one character. Then allow the player the option to (in character) quickly modify his character's behavior. If he refuses, allow the other characters vote him "off the island". He can then create a new character, one who will work with the party. While this may seem harsh, I can't help thinking of the Tampa Bay Buccaneers situation with Keyshawn Johnson. Though he is a good receiver, he was a disruption to the rest of the team. The coach decided the team would be better without him, and he was right. It's up to your player whether or not he wants to be another Keyshawn. The goal of the game is for the entire group to have fun. Roleplaying individual characters is just a means to this end, not the end itself. [/QUOTE]
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