04-06-2010, 12:21 AM | #41 |
Join Date: Mar 2005
Location: Maitland, NSW, Australia
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Re: Difficult Player Type
I give them free reign for a while and just adapt the game to suit. But they suffer in-game consequences for stupid/illegal actions. The problem is that this won't work in your case because of point 4.
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04-06-2010, 01:37 AM | #42 | |
Join Date: May 2005
Location: Oz
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Re: Difficult Player Type
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If a player agrees to play a suitable character, and generates a suitable character, and then plays a problematic character I fire the lying sadistic welshing bum. |
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04-06-2010, 03:59 AM | #43 | |
Join Date: Jan 2005
Location: Stuttgart, Germany
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Re: Difficult Player Type
Quote:
It's not an age thing per se either, I've known immature 40+ and 50+ year old gamers who fall into that category. There isn't any catch-all prescription for dealing with this type of immaturity, besides canning the player, since they'll respond differently to any given situation, and someone who you've been able to co-opt into playing a good role in one game can be a waste in another game. That being said, and with the caveat that immaturity differs like snowflakes, in trying to co-opt one of these players the best method I've seen is to explicitly define what their characters would and would not do in advance, building up the characterization of their personality and putting it in writing. So you have them agree, and write down, that the character isn't a twit who'll do idiotic things. If it's an especially immature player though, you may need to require that they take "Common Sense" and listen to it. And of course, the easy answer, if you don't have the patience to deal with their in game twittiness, just can them. |
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04-06-2010, 04:19 AM | #44 | |
Join Date: Aug 2004
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Re: Difficult Player Type
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The problem isn't that player, it's the GM. He enables and encourages this guy to be an idiot running amok. For all I (or you) know, in a campaign with a no BS GM running games he might even be a tolerable player. New group or encourage someone else there (that includes you) to try running a game.
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...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. |
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04-06-2010, 04:38 AM | #45 | |
Join Date: Jan 2005
Location: Stuttgart, Germany
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Re: Difficult Player Type
Quote:
That's a valid stand and no one is going to tell you to stop being a masochist if that's something you're truly enjoying. However, if you actually aren't enjoying playing the masochistic role, stop playing at being a masochist. |
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04-06-2010, 08:41 AM | #46 | |
Join Date: Jun 2006
Location: Greenville, SC
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Re: Difficult Player Type
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His characters had a tendency to get into more trouble than it was worth but I tried to keep the "whacky" trouble he spawned localized to him and some characters began to understand that he was going to get them in trouble and bolted (in game) at the first sign of his typical wackiness. He only had to make a new character once out of the four games I run with him and he was pretty reasonable about the consequences of his actions. He didn't really "care" about the consequences but he never argued about it. He might be a mild version of what you've seen in the past. My suggestions:
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"Education is not the filling of a pail, but the lighting of a fire." -William Butler Yeats Cracked Dice Entertainment |
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04-06-2010, 09:15 AM | #47 | |
Petitioner: Word of IN Filk
Join Date: Aug 2007
Location: Longmont, CO
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Re: Difficult Player Type
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I assume we're all familiar with the Scooby-Doo RPG archetypes? http://home.comcast.net/~efbq/Scooby/ There CAN be room for some "loony" in a group, but the zaniness has to be kept inside boundaries. For example, in a classic Scooby-Doo episode, Scooby's gluttony and cowardice mostly had consequences for him and Shaggy, but didn't interfere much with the mainstream investigation (and occasionally assisted it by accident; a clever GM at work). Had Scooby's "player" decided he was simply going to have the dog run away and force the rest of the group to abandon their mission in order to track him down, things would have clearly gotten out of hand. Morale of the story? Zaniness actually requires a MORE mature player to roleplay properly most of the time ... if your goal is to have fun and avoid frustration, anyway.
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“It's not railroading if you offer the PCs tickets and they stampede to the box office, waving their money. Metaphorically speaking” --Elizabeth McCoy, In Nomine Line Editor Author: "What Doesn't Kill Me Makes Me Stronger" |
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04-06-2010, 11:19 AM | #48 | ||
Experimental Subject
Join Date: Jan 2005
Location: saarbrücken, germany
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Re: Difficult Player Type
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Quote:
Random anecdote: I was GMing a gritty, dark SpacePunk game. One of the players submitted - as his PC - a hairy, blue, talking bear with magical powers granted by invisible faeries. We didn't get along.
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Like a mail order mogwai...but nerdier - Nymdok understanding is a three-edged sword
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04-06-2010, 12:45 PM | #49 | |
Join Date: Jan 2005
Location: Stuttgart, Germany
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Re: Difficult Player Type
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My refusal killed that game, I never talked to that player again. |
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04-06-2010, 03:13 PM | #50 |
Banned
Join Date: Dec 2007
Location: Portland, Oregon
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Re: Difficult Player Type
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Tags |
player types, prospectus, robin's laws, social contract |
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