Showing posts with label problem players. Show all posts
Showing posts with label problem players. Show all posts

Thursday, June 13, 2019

"It's what my character would do!"


I rubbed my temples and sit my headset down. I’ve heard this term before in multiple places as a GM and as a player. I have yet to hear it used in a positive light. This time it’s to justify attacking another character in the party, causing the game to enter an almost an hour and a half side path over a misunderstanding. As a GM I should of shot the idea down but this group of players has always been chill with almost solitaire like play, and thus I let it play out. No characters were killed and the matter was resolved but it really made me think back to one of my biggest buttons that can be pressed.

This is something that I blame TTRPG systems that claim to be solid for roleplay on, they often lack systems for inter-party conflict resolution. As a player it is very easy to justify a bit of theft from your fellow adventurer, or maybe a quick haymaker followed by a shield slam. It’s drama and no group of individuals in any setting will journey for years free of confrontation. There has to be a line though where the players about to embark on conflict stop and think… is it worth it? Will this cause an actual argument at the table and ruin someone’s fun? Will this stop the game flow for no gain? I have always tried to encourage any serious in character beefs to be talked about between the parties out of character first, either between sessions or at the table via texts while we play. I think it’s vital to address what a character wants to do to another, and work together on a scene that will result in all parties addressing the tension and providing a fun scene for all involved.

“If I talked to them then they would of been ready for <insert action>!” This is often used when I have suggested in the past to address the issue OOC before acting. It’s a selfish take and I would suggest any GMs in the future who get this sort of an excuse along these lines to let them know in the future, it may result in leaving. Often TTRPG games are a team game and are designed for party cooperation, where loot and life go hand in hand. For someone to remove either from another player out of the blue can lead to either a nasty argument or a game dissolving as others at the table want to avoid the game after the fallout.

People are flawed and as such, characters should and do have personality flaws. Some steal, some have bad tempers, some interrupt the party in key moments all the time. These quirks can lead to enjoyable moments in games but it should be heavily considered during the character planning stages if it’s a fun take for the rest of the table. People are quick to be turned off to a game when a problem player’s character has a funny quirk which means they scream “ice peppers” when things are serious in a tense diplomatic setting. Players can be confused when the party’s fighter turns out to be a thief, or the wizard raises the fallen sorcerer as a skeleton without asking. Do these characters -need- to have some quirk or moral rationality that will guarantee run deep grooves in the party without mentioning them first?

It can be avoided, or at least discussed during character creation.

“It’s what my character would do” is an excuse to get away with actions that others dislike. Never accept it.

Tuesday, March 24, 2015

Handling a Rules Lawyer at the Table

At some point in the life of a GM, there has been that one player whose knowledge of a system is infallible. They studied it, played it since they were but a mere child, and are ready to remind you of every little discrepancy in the rules even if it hurts their fellow party members. They can end games and ruin friendships, but most of all they can make the game a no fun quagmire for the GM.

Handling this sort of player is a true test of social skill, requiring a bit of a backbone as a GM. Before you even consider approaching them on this, look at a few factors:

-          Are the players verbally or visibly upset when the Rules Lawyer starts to grumble?
-          Is the Rules Lawyer only speaking up when it is in their favor?
-          Most importantly, is the Rules Lawyer hurting your enjoyment of the game?

If they tick any of these options above, then you need to take action immediately. If you let it linger, it will hurt the game in the long run and people will drop out. Worst of all, if it bothers you the most, it can hurt the quality of the game resulting in a massive degradation of player enjoyment that can be difficult to come back from.

Turning the negative energy the person at the table is generating into a positive one can be difficult. Often times many will understand if you tell them to bring any rules questions up after the game with you, in order to keep the table moving and play time unbroken. However, there are a few who will take this as a way of silencing them, being unwavering in their dedication to the written word of RAW (Rules as Written). The best way to handle this is turn that negative energy into something positive for the whole table. Let them know that you could use their expertise and knowledge in areas such as Skill Resolution, which is often times a section that many players are unfamiliar with. Have them help the group out by providing basic handouts on commonly misunderstood rules that can slow a table down if they get out of hand. Using the person as a tool instead of a hindrance is a great way to turn their energy into something that benefits all, and can help take a burden off of your shoulders!

It is sad to say however that there are many who will try to abuse their standing knowledge of the game for their own goals, or to harm other players at the table. Trying to speak with them can prove futile as they continue their old ways, or worse, start to become distraught at the table. These players should be cut from the roster and a replacement found, if possible. It is the hardest thing to do as a GM, but think of the game and your enjoyment. Think of the time and energy everyone else, including yourself, have put into the table. Will it sour some grapes? Yes, but in the long run it is worth a bit of heartbreak for a long term relief of knowing you can enjoy your own games.


Remember at the end of the day: The GM’s word is law, and for good reason. Never be afraid to back up your feelings or decisions.