Tuesday, April 14, 2020

How I Roll - That One Player

We all have That One Player. They deserve the capital letters. There's some player that for whatever reason gets on our nerves. It's not big enough that they should be removed from the game and the other players may love what they do.

But you don't.

This is a tricky one. If they're not breaking the game then there's no reason to talk to them. Getting on the GM's nerves is not a punishable offense. Some GMs do this. Don't be one of those.

Just like any personality conflict you need to take a step back and try to figure out WHY this person you're having an internal problem with them. That's a tough one.

If it's personalities not meshing there's nothing you can do but grit your teeth and try not to drop a rock on their character. That includes - but is not limited to - always targeting them first in combat, not letting them have the spotlight, setting the DC higher for their skill checks, doling out extra damage, giving out treasure they can't use, and other GM tricks that are slanted against them.

A rogue who always sneaks away to try to cherry pick the loot isn't doing anything that a rogue might not do. It's a player choice.

If the other players aren't picking up on it and resolving it then you can meddle a bit. The rest of the players should see that happening and correct it themselves. If not a few well placed checks should get them on that path. It's not really wrong to do that but it rides the line. If they choose not to correct the player's actions then it's something you have to accept.

If the other players don't care then you have to let it go. Don't let them sneak into the room to be confronted with an opponent that will turn them into rogue paste. That's going overboard. Let them get locked into the room. An animated weapon is well within their capabilities to defend against. Give a few consequences at times to vent out your displeasure but nothing too bad. We get to have fun too.

If you've got a rules lawyer then it's an easy fix. Tell them to stop. Be polite but firm. Explain that their method of playing the rules, while factually correct, is in fact causing you problems in running the game. At that point the player will reveal if they're playing to play or if they enjoy trying to break the game.

If they accept that they need to ease back on their interruptions about exactly how something works then all will be well, with an occasional reminder.

If they double down and say that a good GM would know all this and they don't care if you feel it's breaking the game then you've got a legitimate reason to tell them that they either change or you'll ask them to leave.

Here's something to always remember. Players are a dime a dozen. GMs are in short supply. You have the upper hand in any argument. That's easy to abuse. Don't do it. When you start to feel that it's YOUR game then take a step back. It's everyone's game. But it's your table.

More on that later.

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