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Dealing with players who like to make trouble

InxInx Registered User regular
edited January 2007 in Critical Failures
Okay guys, I've been thinking and thinking and I just cant think of a good solution:

We have, in our group, a couple of guys who like to make evil characters in predominantly good aligned games. Normally, I have no problem with that. Except, they consistently cause trouble for the party and detract from the process of the storyline. Aside from the current case (a neutral evil half vampire who cares only about himself basically just turned the party in for a conspiracy to kill a political figure, which was a contract he himself had taken on and we knew nothing about), the most recent case of a halfling rogue/invisible blade COMPLETELY derailing the plot of the game for something he refused to tell the party about in-character (we all knew the deal out of character - and as far as the characters knew, what he was doing and telling us we should do was the job we were on), thus making it impossible for the other players to do anything of real worth - we did some shitty guard duty, we came up with plans to counteract forces that didn't even exist, etc. By the end of that game, only two of the other PC's were in on it in any manner, and half the players were completely disinterested.


So, my point is, what's a nice, subtle way to discourage other people from playing characters like this, that potentially ruin the fun of the game for others?

Inx on

Posts

  • gredavingredavin Registered User regular
    edited January 2007
    Get rid of them.

    Or, get some GM balls and tell him unless he makes something that fits the campaign, he can sit around bored like he has caused other players to do because of his antics.

    I really don't get why people put up with this.

    gredavin on
  • EdcrabEdcrab Actually a hack Registered User regular
    edited January 2007
    Yeah, if they're actual friends/long-time associates of yours, they won't mind, and if the perpetrator is some stranger inviting himself around to your games' night then you shouldn't even worry what he thinks.

    Admittedly you don't need to browbeat them in front of the rest of the group, but just take them to them one side and tell them that they're ruining the game for everyone else, you git.

    Y'see, if you don't tell people you/the group has issues with their OOC or IC behaviour, there's a good chance they're not even aware of the kind of problems they're causing. Or they're bastards trying to call you out. So either way you win...

    Edcrab on
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  • GaddezGaddez Registered User regular
    edited January 2007
    Talk to them OOC. Tell them that they're ruining the game for everyone else.

    If they blow you off, then clear with the GM the right for the rest of the party to kill there asses. Make them go through the whole rigamarole of making new characters and then kill em again. After you've done this a few times, ask them If they'd like to be good little players and not screw over anyone else.

    Gaddez on
  • MajidahMajidah Registered User regular
    edited January 2007
    I think the core of the problem is that they have a different creative agenda than you do. They want to compete with the other players, you want to run a game wherein they explore the story you've created for them. Simply telling them to stop being goofs won't work because they they find non-goof gaming boring. If they were happy to play the you'd presented they wouldn't try to derail it with acting out.

    you could change the game to be a competition between the players, but that might damage the enjoyment of the players not them. You could ask them to leave, but it seems that that is not a desireable outcome. The only other suggestion I have it to make your creative agenda explicit so that everyone knows what the game is about, and what kind of social contract they are engaging in if they play. Develop in-game consequences for their actions--not lame "the guards take you to jail" excuses, but more like "I've polled the other party members, you awake to find that they've left early and taken your bags."

    Majidah on
  • InfidelInfidel Heretic Registered User regular
    edited January 2007
    It's the gamemasters responsibility to keep the game smooth and fun for everyone involved. If you cannot work out problem play, then sometimes you just have to remove the players.

    It's perfectly fine for you to draw the line and say "no, you can't play a character like that because it will disrupt the whole game" because if you don't then you're wasting everyones time.

    As mentioned, try talking to them? It doesn't sound like you're running a 100% sandbox game where anything goes, so tell them as much, maybe they'll shape up. If not then you dump them.

    Infidel on
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  • ThanatosThanatos Registered User regular
    edited January 2007
    The easiest way is to just have the other players deal with it.

    If you can get one of them to play a Paladin, or a cleric of a good deity, and use detect evil on all their potential compatriots, refusing to take along anyone who's evil, you've pretty much taken care of the problem.

    Thanatos on
  • ben0207ben0207 Registered User regular
    edited January 2007
    Kick them square in their fucking works.

    ben0207 on
  • Gabriel_PittGabriel_Pitt Stepped in it Registered User regular
    edited January 2007
    Fuck subtle, if this is a problem, flat out tell them to cut that shit out because it's no fun for the rest of you.

    Gabriel_Pitt on
  • INeedNoSaltINeedNoSalt with blood on my teeth Registered User regular
    edited January 2007
    Or tell your GM not to say 'do whatever you want' and say 'This is a heroic game, make heroes.' ?

    Works for me, but then, my players aren't douches.

    INeedNoSalt on
  • UndefinedMonkeyUndefinedMonkey Registered User regular
    edited January 2007
    Run a Ravenloft campaign, and introduce them to the Taint system. You can be evil if you want, but it'll cost you...

    UndefinedMonkey on
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  • Captain KCaptain K Registered User regular
    edited January 2007
    I'd like to introduce you to my Taint system.

    Captain K on
  • PiptheFairPiptheFair Frequently not in boats. Registered User regular
    edited January 2007
    rust monsters

    PiptheFair on
  • ShortyShorty touching the meat Intergalactic Cool CourtRegistered User regular
    edited January 2007
    Every time he does something that pisses you off, kill him.

    Like, in real life.

    Shorty on
  • Gabriel_PittGabriel_Pitt Stepped in it Registered User regular
    edited January 2007
    PipTheFair wrote:
    rust monsters

    See, don't go for any of that passive-aggressive shit. It just makes things worse. If a player is creating a problem, discuss the matter out of game.

    Gabriel_Pitt on
  • MegaMan001MegaMan001 CRNA Rochester, MNRegistered User regular
    edited January 2007
    If someone is ruining your game, you tell them - out of game. Don't go after them with superpowerful monsters, that's not really assertive and doesn't get you anywhere.

    If they are long time friends of yours, just coax them into playing a good aligned character so at least everyone else can have fun. This may or may not solve things, as they probably still will be goofs.

    If they're new, kick them to the curb.

    We used to have this jackoff in our group who would fucking ruin everyoen elses 'shining RP moments' with his jackoff characters. Finally we just told him to stop doing it or we're playing without him. He said he was just trying to be funny, but god is it aggravating when a buddy ruins your shining character defining moment by charging in when you're trying to roleplay.

    MegaMan001 on
    I am in the business of saving lives.
  • gadwyngadwyn Registered User regular
    edited January 2007
    I'm actually of a different opinion here. This might reflect more on how i view a GM, but, i feel like dealing with this is 99% player-centric. If people are dong things like blaming the party for a murderous plot that the party is unrelated to, then, you hopefully have some sort of social guy in the party--or access to the Glibness spell--and you get out of it. Then you hunt down the player and you kill him. You kill him dead. Or you turn him in and the rest of that character's history is, ...And he rotted in a jail cell.

    Additionally, i think it's up to the PC's to act in a manner that fits with how well they know and trust someone. Why would people do gaurd duty for some guy that wouldn't tell them what he was doing? If they don't trust him, why go out of your way to help him?

    For me, it comes down to this: Every PC needs to know why he's there and what (s)he wants to be doing. If you meet some random new dude cuz someone re-rolled or whatever, okay, suspend disbelief to get them in the party to a point. New guy shouldn't be able to hijack shit, he's in the "ridin' bitch" position of, the party is going HERE and doing THIS, you're come to come along, but, um, that's what we're doing.

    On an aside, some of the problem might be, um, the half vampire in a party of good characters. btw, what is a half vampire? he can eat food but still needs blood? We talking Blade here?

    There is an unspoken, understood, don't be stupid, clause in all gaming groups--and if there isn't, there needs to be or you get situations like that.

    gadwyn on
  • panksea06panksea06 Registered User regular
    edited January 2007
    Part of it may just be because of the characters he plays. Next time push the character to play a cleric or something perhaps and then doing that makes no sense, perhaps angers his god and all of a sudden he is a commoner.

    Then again if he hates playing that class then that doesnt work as well. Anouther idea is to get more backstory on how all the characters know each other, if the annoying player is the brother of one of the other players characters than killing him off is a bit less casual generally. Or if the backstory is that he is going with them because player X saved his life etc etc.

    Or take a look at his intellegence and wisdom and charisma scores. If any of them are low enough he cant really trick them that easily. If he has a charasma of 8 he is not going to nessarily be able to convince them to undertake stupid action #51 because the chacters have realized something is up and seen through his lies etc etc.

    Trying to work it out in the game world does make sense sometimes because people generally like playing that type of character, and this way it allows them to play a secretive and semi evil character but not be dicks about it, due to the consequences of their actions.

    panksea06 on
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  • InxInx Registered User regular
    edited January 2007
    thanks for all the tips, guys!


    A half vampire is basically Blade. None of their weaknesses, some of their strengths. Basicallt theyre vampires for people who dont wanna be turnable.

    And right now, as a character, I'm discouraging it by never healing him. And, being the only healer in the group, that can get annoying for sure. I also just generally treat him like I would someone who kicked my dog.

    Hopefully it comes down to me kicking his ass.

    Inx on
  • Aroused BullAroused Bull Registered User regular
    edited January 2007
    Inx wrote:
    A half vampire is basically Blade. None of their weaknesses, some of their strengths. Basicallt theyre vampires for people who dont wanna be turnable.

    And right now, as a character, I'm discouraging it by never healing him. And, being the only healer in the group, that can get annoying for sure. I also just generally treat him like I would someone who kicked my dog.
    Be more forceful than that. Whenever he does anything that unduly hurts the group, kick his character out of the party. Make it clear to him and to the DM that the party will have nothing more to do with that character - he's out of the game. Eventually he'll get tired of making new characters and have to change his attitude.

    Aroused Bull on
  • PkmoutlPkmoutl Registered User regular
    edited January 2007
    PipTheFair wrote:
    rust monsters

    See, don't go for any of that passive-aggressive shit. It just makes things worse. If a player is creating a problem, discuss the matter out of game.

    This is the only way to go.

    If you do any of that limp-wristed shit I read in this thread, they'll straighten up for a session or two and then go right back to their same old shit, and they'll start taking it out on any players that they see as getting the GM's favor, even if they aren't.

    And Inx, if you're the GM, don't let them play stupid shit like that.

    "I wanna play a character like Blade."

    Fine. Go find someone who runs a fucking Marvel RPG. You want to play a vampire? Go join a White Wolf game. You want to act like being Evil gives you the right to be an asshole 24/7? Fine. But you won't be getting any XP for stupid shitass things you do that are outside of the storyline.

    Oh, and you can also just tell them to stop showing up if they can't stop acting like assholes.

    Pkmoutl on
  • gadwyngadwyn Registered User regular
    edited January 2007
    i am firmly of the opinion that people who make stupid characters-- read: half vampire-- require that other players roll up some newspaper and hit them with it. a lot.

    Also, the GM who allowed that needs to be hit to. You hit them and you say, No.

    That said, i disagree with the out of game discussions IF the real problem is with the character and not the player. If the player is the problem--making jokes constantly or not paying attention or just taking up WAY too much time, etc--then deal with the player. If the issue is the character, then deal with the character. In this instance you go up to the nearest town gaurd and say, Yo, that guy's a vampire!

    Problem solved.

    Really though, you all need to confront the character and Panksea makes a good point--why the hell is this character in the party anyway? The characters in the party need to be very aware of that--and it seems like you guys are good with the diferentiation between IC and OOC--but you can't do things as a party if some jackoff who really has no hold over the party members is controlling where you all go and what you do. I think just a detailed examination and forthright in game action is the solution.

    gadwyn on
  • SithDrummerSithDrummer Registered User regular
    edited January 2007
    Inx wrote:
    A half vampire is basically Blade. None of their weaknesses, some of their strengths. Basicallt theyre vampires for people who dont wanna be turnable.

    And right now, as a character, I'm discouraging it by never healing him. And, being the only healer in the group, that can get annoying for sure. I also just generally treat him like I would someone who kicked my dog.
    Be more forceful than that. Whenever he does anything that unduly hurts the group, kick his character out of the party. Make it clear to him and to the DM that the party will have nothing more to do with that character - he's out of the game. Eventually he'll get tired of making new characters and have to change his attitude.
    Agreed.

    Like in the example in the OP of him turning the party in for a reward, the DM should simply say something like "OK, you got your money and a warm thanks from the political figure" and then focus exclusively on the party, coming up with some way for them to survive their encounter and ultimately prevail. No more attention needs to be paid, in-game or out-of-game, to the bad player because the focus of the "story" is on what happens to the party, and he has consciously excluded his character from the party's adventures. If he presses, maybe the DM will tell him that the characters may try to hunt him down, but at this point the "bad guy" character is more manageable as an NPC than a PC villain.

    The player just threw his character away, and when the party escapes their fate, they're not going to be likely to pick up any new people (re-rolled characters).

    SithDrummer on
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