04-05-2010, 06:55 PM | #21 | |
Join Date: Aug 2004
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Re: Difficult Player Type
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Keep your game separate from his online stuff and you're likely to do fine. That may mean dropping out of the online stuff you do wit him, if any.
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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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04-05-2010, 06:59 PM | #22 | ||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Difficult Player Type
I've tried this with the last player of this sort that I had.
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04-05-2010, 07:07 PM | #23 |
Join Date: Aug 2004
Location: Arizona
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Re: Difficult Player Type
Well darn.
To borrow a line from an old geezer at that purple colored site: "No gaming is better than bad gaming."
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Two reasons for “evil” alignment, the idiotic notion that it somehow makes the PC “cool” or the doltish idea that it means that their character can do absolutely anything he or she wants. |
04-05-2010, 07:09 PM | #24 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Difficult Player Type
The solution at that point is to kick them out, I was just hoping there was a non-confrontational, Robin D. Laws-esque solution to the problem wherein everybody gets something that they want out of the experience.
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04-05-2010, 07:11 PM | #25 | ||
Petitioner: Word of IN Filk
Join Date: Aug 2007
Location: Longmont, CO
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Re: Difficult Player Type
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That's where the true value of the prospectus/social contract lies. It says: "This is the sort of game I am interested in playing. How about you guys?" and gives them a fair chance to say either "Sure" or "Nah, not really" before you get too deeply involved. To be honest, with a bunch of Captain Wackies, I'd pick my game carefully. I'd probably opt for Toon or Paranoia over GURPS or In Nomine, just because the atmosphere would seem to better fit the prevailing mood ... which in turn might give you a chance to play with them long enough to decide if their play style is something you can live with and adapt to, and for them to decide the same thing. It can be done. But you're right to be thinking about it ahead of time. And it has to have everyone's cooperation or it doesn't have a chance.
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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" Last edited by Rocket Man; 04-05-2010 at 07:26 PM. |
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04-05-2010, 07:46 PM | #26 |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Difficult Player Type
Sure, I mean there's the possibility that there's a style of play they want that you're not giving them. So look and see if you can toss in some meaningless combat encounters against mooks who are clearly the bad guys and whatnot, with no consequences. But if it is the case that they just want to roll around and do stuff like that, and the other players don't, compromise is not easy.
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04-05-2010, 07:50 PM | #27 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Difficult Player Type
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04-05-2010, 08:12 PM | #28 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Difficult Player Type
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I mean, sometimes I want to play GTA and just fly a plane into someones car, but doing that while everyone else is trying to do something non-psychotic is disruptive. |
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04-05-2010, 09:23 PM | #29 |
Join Date: Mar 2006
Location: Iceland*
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Re: Difficult Player Type
Lest anyone be tempted to falsely imagine Brett's gaming table as Big Rock Candy Mountain; he's fine with the terms 'Wearer of the Viking Hat', 'Great Horned One', 'Hamhumper-in-Chief' and 'Rutmaster'.
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Za uspiekh nashevo beznadiozhnovo diela! |
04-05-2010, 09:31 PM | #30 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Difficult Player Type
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rationalization: I would not usually so much say they can't do something, as ask them for an explanation of their character's motives, I think. conflicts: In some campaigns those are acceptable, so long as they are character/character and not player/player. Spoiling other players' fun is never acceptable. A player who makes the game not fun for other players is on the way out. narrative consequences: If they're getting their own characters killed, more power to them. If they're endangering the other characters, the other players are free to stop them; I don't assume PC immunity. pushing limits: I haven't dealt with that one specifically, but my suggestion is that if you think it will happen, you need to establish the limits in the very first session. A roughneck frontiersman was traveling across Pennsylvania on his way home after a visit to the city. Halfway across, he put up for the night at a farmhouse. The farmer and his family were Quakers, so he decided to amuse himself by harassing them, knowing they weren't allowed to fight with him. So he took more than his share at supper, pinched the farmer's ear, and eventually patted the farmwife in an improper place. At that, the farmer stood up and walked over to the mantel. When he turned around he was holding a fowling piece. "Friend," he said, "I would not harm thee for all the world, but thee is standing where I am about to shoot." Bill Stoddard |
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Tags |
player types, prospectus, robin's laws, social contract |
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