I have much the same question as [MENTION=59096]thecasualoblivion[/MENTION]. I don't see how someone wanting to have an effective combat PC is special in this respect.
If I join a fairly laid-back, casual group and start making highly systematic use of Augury, Divination, Commune/Contact Other Plane; and start making careful maps and planning out expeditions and equipment in a highly rational fashion; etc (all in accordance with Gygax's advice at the back of his PHB); then I may well disrupt the playstyle of that group.
If I join the same group and start playing a highly focused PC with personal goals around whom my character and my play is built, seeking to engage the GM's world in an intense way looking for dramatic arcs and thematic resolution, then that is another way I might disrupt their playstyle.
I have seen both the above things happen in the real world.
Maybe that's a necessary evil in organised play (I don't know; it's not my scene). It doesn't sound like a good general solution, though, unless you like fairly tepid RPGing.
(There is also the question I asked above: what makes you think that players who enjoy combat are a particular problem here? Is it because the D&D non-combat rules perhaps lean towards the tepid side out of the box?)
If I join a fairly laid-back, casual group and start making highly systematic use of Augury, Divination, Commune/Contact Other Plane; and start making careful maps and planning out expeditions and equipment in a highly rational fashion; etc (all in accordance with Gygax's advice at the back of his PHB); then I may well disrupt the playstyle of that group.
If I join the same group and start playing a highly focused PC with personal goals around whom my character and my play is built, seeking to engage the GM's world in an intense way looking for dramatic arcs and thematic resolution, then that is another way I might disrupt their playstyle.
I have seen both the above things happen in the real world.
So the solution to conflicting play preferences is to stop the players having agency and mediate everything through the GM?if I am a player who derives most of his pleasure from the ability to make things dead I'll move that planchette wherever I want and even way off the board if it gets me more of what I enjoy... The GM has to consider the fun of the entire table, and one player's particular type of fun may have to be toned down (not eliminated) in order for everyone to get what they enjoy out of the game.
Maybe that's a necessary evil in organised play (I don't know; it's not my scene). It doesn't sound like a good general solution, though, unless you like fairly tepid RPGing.
(There is also the question I asked above: what makes you think that players who enjoy combat are a particular problem here? Is it because the D&D non-combat rules perhaps lean towards the tepid side out of the box?)