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Some players will find more enjoyment in
spoiling a game than in playing it,
and this ruins the fun for the rest of
the participants,
so it must be prevented.
Those who enjoy being loud and argumentative,
those who pout or act in a childish manner
when things go against them,
those who use the books as a defense when
you rule them out of line should be excluded from the campaign.
Simply put, ask them to leave, or do not
invite them to participate again.
Peer pressure is another means which can
be used to control players who
are not totally obnoxious and who you
deem worth saving. These types
typically attempt to give orders and instructions
even when their
characters are not present, tell other
characters what to do even though
the character role they have has nothing
to do with that of the one being
instructed, or continually attempt actions
or activities their characters
would have no knowledge of. When any such
proposals or suggestions or
orders are made, simply inform the group
that that is no longer possible
under any circumstances because of the
player in question. The group will
then act to silence him or her and control
undesirable outbursts. The other
players will most certainly let such individuals
know about undesirable
activity when it begins to affect their
characters and their enjoyment of the
game.
Strong steps short of expulsion can be
If these have to be enacted regularly,
then they are not effective and
stronger measures must be taken. Again,
the ultimate answer to such a
problem is simply to exclude the disruptive
person from further gatherings.
Question: What should
a DM do to control a player who constantly grabs up the magic treasure
even though he didn’t fight the monster it
belonged to?
He even tries to run the
game and tell everyone what to do, what spells the Magic-User and Cleric
should take, and where they all will stand in the ranks.
What is worse, is he can
never accept the fact that he has died.
HELP!
Answer: First, get
your players to make up an agreement on how to
divide treasure and then
stick to it. Next, tell them that if they like being
bullied around that is fine
with you. If not, then give them a hand, but a
small one. You are a judge,
not a referee for player-against-player
battles.
You can
start by telling your unruly player that the spell casters are
quite capable of picking
their own spells. This also goes for where they
want to be in the ranks
and what they want to do. As for his unaccept-
ance of his death, there
is nothing you can do about that It is something
in his own personal behavior
pattern and you can’t change it for him;
only he can change it Then,
when you have done all of this, encourage
your players to handle their
own problems. If they refuse to stand up for
their rights, why should
you?
Q: I have a player
who cheats -- I
think. He never misses a
saving
throw, seldom misses with
an
attack, and never "mins
out" by rolling
low scores. Recently, he
made a
"successful" roll for divine
intervention.
Also, every character he
brings
into my game is loaded with
money
and magic that I don?t think
he
earned. What should I do?
A: Cheaters tend to
spoil things for everybody.
Try these solutions: Make
sure you
or at least two of your
trustworthy players
witness every die roll the
player
makes. This will virtually
eliminate cheating
in that respect. You can
fix the other
problems by just putting
your foot down.
As DM, you decide if and
when a deity
shows up to help your PCs.
Don?t let a
player tell you otherwise.
If you don?t
want the deity to appear,
it doesn?t. If you
allow a die roll, roll the
die yourself. The
same holds true for treasure
or magic: If
you think a character has
too much of
either, don't allow it into
the game, no
matter where the player
says it came from
-- whether you believe him
or not. Bust
doesn't enter into this
-- only what you
think is reasonable. Remember:
Your word
is law in your game. You
should try to be
fair, consistent, and entertaining,
but after
that, what you say goes.
(126.12)
Q: I have two players
who are always
getting into arguments during
games. They argue about
rules, treasure
splits, mapping -- you name
it.
Needless to say, witnessing
these
arguments is not fun for
me or my
other players. What should
I do?
A: Players who argue
a lot probably
shouldn't play together.
If this isn't feasible,
start dealing with the problem
before
the game begins. Tell the
players ahead of
time that you don't want
them to fight.
During
the game, try to shut the players
up before an argument starts.
Try to anticipate
what the argument will be
about,
and make a ruling on it,
then make both
players stick to it.
After
the game, explain to the players
that their fighting is spoiling
the game for
everyone else. If the two
players just don?t
like each other, they have
to be made to
understand that you -- the
DM -- won't
tolerate personal arguments
during the
game. When they argue about
the rules,
make them understand that
you -- the DM
-- make decisions about
the rules.
(126.12)
That reminds me, have you ever given extra experience points or merits to players for sucking up?
No, and they don't tend
to do that.
I have givEn the PCs damage
for players arguing with me or disrtupting the game.
Cheers,
Gary
<>
Finally, maybe most importantly,
someone wanted me to ask how to draw our players back from 3rd Ed??? (They
are now rule-lawyers from Hades!? We are fading...)
----Guyin Cognito
Heaping coals on my head
are you?!
Well heap away, for I have
editing i must get done.
Rule-players are going to
cling to new D&D (3E, 3.5E, 3.999E, 4E etc.) like ticks to a dog.
so are power gamers and
those who are really superhero genre RPGers.
It's easy to get rid of them
by refusing to play new D&D.
but to win them away from
that system is difficult as it gives rapid gratification much as do computer
games purportng to be RPGs.
My best advice to to work
on the bvetter players one at a time, have them engage in an AD&D
session with a PC that isn't a comic book superhero wannabe, and see if
the enjoyment of group cooperation and the challenge of having no superpowers
but rather rely on thinking and imagination. That might suffice to win
him over.
The rule reader's maiden
wrote:
How do you genrally get
players in your campaigns to set guidelines for what is acceptable intra-party
conduct?
That's seldom an issue with
mature players.
If someone is behaving badly
I simply admonish them then and there, firmly and openly.
Only a very few times have
I had to resoprt to actual removal of a player, and that was back when
we had groups of 15 to 20 playing.
Cheers,
Gary
Heh...
No biggie.
The offenders were young
lads, and the main cause of such obstreperous behavior was personality
conflict between them.
I did have to take aside
and speak to one of my (young) sons about his personal dislike of another,
older member of my group.
He grumbled, but behaved
well enough, did not attack that one's character with his own to remove
the player from the game.
He could have done that
but refrained, made only ascerbic comments on the playing ability of the
disliked person.
As a matter of fact, his assessment was on target, and eventually the person dropped out and none of the others was particularly sorry that occurred;)
Cheers,
Gary
Clangador wrote:
Gary,
In the contect of D&D, where did the term blue bolt come from? How did it originate? Have you ever used it in a game?
<>
Here's my previous response
to this question:
garhkal wrote:
A non gameing rule one.
When and where did the phrase
'BLUE BOLT" come from??
It is likely that it came
from the rather hackneyed "bolt out of the blue,"
referring to a lightning bolt cming from the sky to strike an unsuspecting
target, as Zeus was reputedly wont to do.
Cheers,
Gary
P.S. As a matter of fact,
I don't believe I ever have used the expression.
Ciao Clangador,
Indeed, I recall composing those admonitions...and I note my expression was "Blue bolts from the heavens," implying as I suggested earlier ligntning from an angry deity.
As a matter of fact I did
not use them but when a player or players became obstreperous I simply
rolled a d6 and informed the miscreants that their PCs had suffered that
much damage.
Unless they wanted more
of the same, all misconduct had to cease.
I did roll several d6 damage
for a couple of very unruly and rebellious young players.
When asked why their characters
were taking such damage, I said beacuse they had offended the rest of the
group, me in particular,
and if they wished to play
further they had better note the damage, be silent, and mind their manners.
They did just that.
Cheers,
Gary
Right.
When annoyed I dispensed with stage dressing and got immediately to the crux of the matter
Heh,
Gary
Quote:
Originally Posted by LordHavok
Hi Gary,
I skimmed through the questions
and I hope this hasn't been asked before, but I was wondering. In all your
years gaming, (please don't take that wrong..
) have you ever had a session where the people playing got really angry
or even argumentative, either with you or each other? And if so how was
it handled, what happened afterwards, etc. I'm curious because it's happened
in a game I played in before.
Salut LordHavok,
That hasn't occurred in any
RPG I have GMed.
Not that some players might
not have felt like angrily disputing with me, but I have a certain force
of presence and am an authority figure, so...
I have played in a group
that grew angry with the GM, also where some players grew annoyed with
others of the group.
No mayhem broke out in any
of those cases, but some players were so disgusted with events that theyquit
the game.
I was personally irritated
by some young players having their PCs doing foolish things during a dungeon
crawl, and I silently debated whether or not my own character should
fry the lot with a lightning bolt.
but I bit the bullet and
was a good sport.
Rules arguments were fairly
common when playing military miniatures and even board wargames.
Been in many a dispute with
the referee in a minis game or with an opponent in a boradgame.
A good group or opponent
will be calm and rational, so that the point of contention can be settled
in relatively short order, where necessary a house rule established, and
play continue.
Cheers,
Gary
Quote:
Originally Posted by foehammerx
Another PC in a campaign
with me got caught using weighted dice to roll stats yesterday. The worst
cheating i ever saw. What would you do as Player or GM. ?
I would tell him he was
a childish cheat, and that there was no room for such foolishness in a
gaming group for which I served as Game Master, so hit the road and don't
come back.
Quote:
Originally Posted by gizmo33
Hi Gary,
I have, not one, but two questions about mummies in ADnD that have had me wondering for a long time:
The first is that the DMG, the section on "Handling Troublesome Players" recommends "attack of an ethereal mummy (which always strike by surprise, naturally)". Why ethereal? Why mummy? Is there an interesting tidbit of gaming history here? The outer planar rules in ADnD were always mysterious to me, and I've always wondered whether it was something special about the mummy that allowed for the physical attack across the plane.
Howdy Gizmo,
An ethereal mummy would not
be seen and its attacks would be punishing but not likely fatal, unlike
many other sorts of monsters that might be names.
The only itdbit cnnected
to it is an inside joke sometimes used when someone not partoicularly welcome
woulld come around.
then I'd usually remark,
"Who has been burning tanna
leaves?"
As for being able to attack
from ethereal to physical, that's no more remarkable that a long dead,
dried, preserved corpse being animate, thinking, and powerful <EEK!>
Quote:
Originally Posted by RFisher
Agreed!
I hope this doesn't count as continuing to beat up on them, as I do have another question on this topic that I'd like your wisdom on:
How do we best deal with
munchkins?
Can we use rules to discourage
them?
Do we kick them out of the
game & tell them to return when they've matured?
Encourage them to be more
mature in play--and the other players will likely employ peer pressure
to reinforce what you suggest.
Only if the munchkin's play
was spoiling the game for the remainder of the group would I give one the
boot--
that alone with him, gently
and encouraging a retur, when a less childish approach to participating
would be used by him.
Cheerrio,
Gary
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