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Telling others how to roleplay
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<blockquote data-quote="Lord Pendragon" data-source="post: 1287213" data-attributes="member: 707"><p>In a previous game, I played in a group that had a similar problem player. The character was a cross-dressing gnome druid who liked to dump water (courtesy of <em>Create Water</em>, his favorite cantrip,) over the head of anyone who annoyed him. The PC was zany in the extreme, with no care as to the in-game consequences of his actions.</p><p></p><p>I spoke with the DM about it, who was reluctant to do anything because the player is a good friend of the entire group, and the DM didn't want to hurt her feelings. Nor did I. On the other hand, my PC in-game, a stoic fighter/mage born in a Spartan city dedicated to demonslaying, was a no-nonsense type of guy, whose character practically <em>screamed</em> to leave the druid behind and find someone more serious and dependable.</p><p></p><p>Eventually, the party ranger had had enough as well, and had a gentle in-game talk about responsibility and "toning it down when it could get us killed." Out of game, I explained that, much as I thought the druid was a great character and I loved playing with the player, realistically there was no reason my PC would want to adventure with such a loose cannon. The player understood, and the druid remained zany and the flood of <em>Create Water</em> spells did not abate, but he no longer tried to wear his tutu when we were summoned to meet the Duke.</p><p></p><p>Longwinded example aside, I agree with Buttercup 237%. A combination of in-game roleplaying and a gentle out-of-game explanation, along with a chance to create a new character without penalty, should do the job. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lord Pendragon, post: 1287213, member: 707"] In a previous game, I played in a group that had a similar problem player. The character was a cross-dressing gnome druid who liked to dump water (courtesy of [i]Create Water[/i], his favorite cantrip,) over the head of anyone who annoyed him. The PC was zany in the extreme, with no care as to the in-game consequences of his actions. I spoke with the DM about it, who was reluctant to do anything because the player is a good friend of the entire group, and the DM didn't want to hurt her feelings. Nor did I. On the other hand, my PC in-game, a stoic fighter/mage born in a Spartan city dedicated to demonslaying, was a no-nonsense type of guy, whose character practically [i]screamed[/i] to leave the druid behind and find someone more serious and dependable. Eventually, the party ranger had had enough as well, and had a gentle in-game talk about responsibility and "toning it down when it could get us killed." Out of game, I explained that, much as I thought the druid was a great character and I loved playing with the player, realistically there was no reason my PC would want to adventure with such a loose cannon. The player understood, and the druid remained zany and the flood of [i]Create Water[/i] spells did not abate, but he no longer tried to wear his tutu when we were summoned to meet the Duke. Longwinded example aside, I agree with Buttercup 237%. A combination of in-game roleplaying and a gentle out-of-game explanation, along with a chance to create a new character without penalty, should do the job. :) [/QUOTE]
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