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Why players misbehave (from a teacher's perspective)
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<blockquote data-quote="BookTenTiger" data-source="post: 8122101" data-attributes="member: 6685541"><p>The thread on players who do not buy into a campaign made me think of reasons people misbehave.</p><p></p><p>I teach 3rd Grade, and I've realized over time that a D&D group and a classroom are actually very similar! In the classroom, there are four major reasons students misbehave. I have a theory that these are the same reasons players misbehave.</p><p></p><p>Before I go into these reasons, let's define "misbehavior" in an RPG context.</p><p></p><p>To me, a player (or GM) misbehaving means they are acting against the general purpose of playing a game together. That is, they are acting against the group of humans sitting at the table (or the computer screen). This often looks like:</p><p></p><p>Acting out of turn.</p><p></p><p>Teasing other players.</p><p></p><p>Cheating.</p><p></p><p>Temper tantrums.</p><p></p><p>Getting angry at other players or events in the game.</p><p></p><p>Not wanting to play.</p><p></p><p>Playing in a style opposed by the group.</p><p></p><p>And many more!</p><p></p><p>Now there are a lot of threads about nightmare players or nightmare DMs. These threads often ask for advice on what to do after the session. In teaching, we say that no misbehavior can be fixed after it has occurred- you can't go back in time! But a band-aid can be applied in the moment, and proactive measures can be taken to help curb or prevent misbehaviors in the future.</p><p></p><p>So in this thread I am going to list the four major reasons behind player misbehaviors, and what they look like at the table. I would love to foster discussion on how these misbehaviors can be treated in the moment (a band-aid solution), and what can be done before the next session (proactive solution)!</p><p></p><p>Reasons Players (and GMs) Misbehave:</p><p></p><p><strong>1. Need for Attention</strong></p><p></p><p><em>What it looks like</em>: Player talks out of turn, player's character needs to be center of story, player interrupts, player's character causes problems and conflicts outside of main storyline.</p><p></p><p><em>Why it's a problem</em>: RPGs are collaborative games, and work best when attention, storylines, and time are divided equitably between all involved.</p><p></p><p><strong>2. Need for Control</strong></p><p></p><p><em>What it looks like</em>: Players tells others how to run their characters, player min-maxes to "break" the game, player cheats on dice rolls or bonuses, player tantrums after "losing" a roll or conflict, player disengages from storyline, player's character doesn't match campaign...</p><p></p><p><em>Why it's a problem</em>: RPGs tend to have strict rules about what different players can and cannot control; this separates if from the genre of collaborative storytelling and makes it more of a game. Players who cannot give up that control impact the role of an RPG as a game.</p><p></p><p><strong>3. Perceived Incompetence</strong></p><p></p><p><em>What it looks like</em>: Player gives up on turn ("I don't know, I don't do anything"), player "forgets" the rules, player suddenly struggles to add numbers, player accuses others or GM of cheating...</p><p></p><p><em>Why it's a problem</em>: RPGs can be pretty complicated, and players who feel like they cannot grasp the rules often feel as if the game, or other players, have an advantage over them, and may act out because of that.</p><p></p><p><strong>4. Revenge</strong></p><p></p><p><em>What it looks like</em>: Players attacking other PCs, players teasing other players or GM, players insulting other Players, GM, or the campaign between sessions, players insulting campaign during session, players leaving early, players not following courtesy rules at table...</p><p></p><p><em>Why it's a problem</em>: RPGs are a social game, and social conflicts outside of the campaign cannot be ignored in order for the game to function.</p><p></p><p></p><p>So what do you think? Are there more reasons why players (and GMs) misbehave? What are some band-aid solutions when you recognize this happening at the table? What are some proactive solutions that can be done between sessions?</p></blockquote><p></p>
[QUOTE="BookTenTiger, post: 8122101, member: 6685541"] The thread on players who do not buy into a campaign made me think of reasons people misbehave. I teach 3rd Grade, and I've realized over time that a D&D group and a classroom are actually very similar! In the classroom, there are four major reasons students misbehave. I have a theory that these are the same reasons players misbehave. Before I go into these reasons, let's define "misbehavior" in an RPG context. To me, a player (or GM) misbehaving means they are acting against the general purpose of playing a game together. That is, they are acting against the group of humans sitting at the table (or the computer screen). This often looks like: Acting out of turn. Teasing other players. Cheating. Temper tantrums. Getting angry at other players or events in the game. Not wanting to play. Playing in a style opposed by the group. And many more! Now there are a lot of threads about nightmare players or nightmare DMs. These threads often ask for advice on what to do after the session. In teaching, we say that no misbehavior can be fixed after it has occurred- you can't go back in time! But a band-aid can be applied in the moment, and proactive measures can be taken to help curb or prevent misbehaviors in the future. So in this thread I am going to list the four major reasons behind player misbehaviors, and what they look like at the table. I would love to foster discussion on how these misbehaviors can be treated in the moment (a band-aid solution), and what can be done before the next session (proactive solution)! Reasons Players (and GMs) Misbehave: [B]1. Need for Attention[/B] [I]What it looks like[/I]: Player talks out of turn, player's character needs to be center of story, player interrupts, player's character causes problems and conflicts outside of main storyline. [I]Why it's a problem[/I]: RPGs are collaborative games, and work best when attention, storylines, and time are divided equitably between all involved. [B]2. Need for Control[/B] [I]What it looks like[/I]: Players tells others how to run their characters, player min-maxes to "break" the game, player cheats on dice rolls or bonuses, player tantrums after "losing" a roll or conflict, player disengages from storyline, player's character doesn't match campaign... [I]Why it's a problem[/I]: RPGs tend to have strict rules about what different players can and cannot control; this separates if from the genre of collaborative storytelling and makes it more of a game. Players who cannot give up that control impact the role of an RPG as a game. [B]3. Perceived Incompetence[/B] [I]What it looks like[/I]: Player gives up on turn ("I don't know, I don't do anything"), player "forgets" the rules, player suddenly struggles to add numbers, player accuses others or GM of cheating... [I]Why it's a problem[/I]: RPGs can be pretty complicated, and players who feel like they cannot grasp the rules often feel as if the game, or other players, have an advantage over them, and may act out because of that. [B]4. Revenge[/B] [I]What it looks like[/I]: Players attacking other PCs, players teasing other players or GM, players insulting other Players, GM, or the campaign between sessions, players insulting campaign during session, players leaving early, players not following courtesy rules at table... [I]Why it's a problem[/I]: RPGs are a social game, and social conflicts outside of the campaign cannot be ignored in order for the game to function. So what do you think? Are there more reasons why players (and GMs) misbehave? What are some band-aid solutions when you recognize this happening at the table? What are some proactive solutions that can be done between sessions? [/QUOTE]
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