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- Don’t make assumptions. …
- Question the creator. …
- Offer alternatives. …
- Suggest Private/Sandbox RP. …
- State the facts. …
- Ask him to leave. …
- Ignore him. …
- Report him.
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Dealing with a Bad Roleplayer (Guide Suggestion) | Fandom
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How To Spot & Handle Parasitic Roleplayers – Springhole.net
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How To Spot & Handle Parasitic Roleplayers – Springhole.net
Be firm, but kind about explaining why the RP isn’t currently working for you. Stay calm and reasonable, even if the other player doesn’t. If the player isn’t … … - Most searched keywords: Whether you are looking for
How To Spot & Handle Parasitic Roleplayers – Springhole.net
Be firm, but kind about explaining why the RP isn’t currently working for you. Stay calm and reasonable, even if the other player doesn’t. If the player isn’t … spot, handle, parasitic, roleplayers, RP, guilt-tripIs there someone you play with who always leaves you feeling tired and drained? Does the game never really get fun for you, no matter how much effort you put into it? Do you dread playing with this person? You might be dealing with a parasitic roleplayer. - Table of Contents:
Five Types of Troublesome Players – and How to Deal With Them – Mythcreants
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- Summary of article content: Articles about Five Types of Troublesome Players – and How to Deal With Them – Mythcreants Silly roleplaying allows them to make the campaign interesting for … you’ll be creating a terrible experience for all of the players who … …
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1 The Metagamer
2 The Power Gamer
3 The Derailer
4 The Gamejacker
5 The Joker
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gm techniques – How to deal with player who won’t roleplay, insists character-friction is bad, and doesn’t take the game seriously? – Role-playing Games Stack Exchange
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Group composition
The problem
The question
Summary of the problem
Next Session What Worked For Us
7 Answers
7
You’ve Got A Lot Going On Here
What To Do About It
Finally One Semi-Tangential Note
Your game might not be salvageable but I’m optimistic
Change the approach to discussion
Do not try to solve meta-issues in character
The session Zero
The nuclear option
You are describing a very severe disconnect
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- Summary of article content: Articles about Error 403 (Forbidden) Maybe offer them tips on how to improve their character. If they react in a bad way, just move on. There are a bunch of roleplaying partners out there who have … …
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RPedia: The Roleplay Resource
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How To Spot & Handle Parasitic Roleplayers
Parasitic roleplayers are something most of us encounter eventually, and they’re not pleasant. They can suck the fun out of almost any game and have a habit of leaving us drained and frustrated when we play with them. Here are some common behaviors among them:
They expect you to always be able to play whenever they want to play, with little to no regard for anything else you might want or need to do.
They only want to roleplay certain kinds of plots or themes with you, and get upset or withdraw if you try to do anything else. Alternatively, they try to railroad the game to nix or nullify any developments or twists they don’t like.
They contribute little, if anything, that genuinely moves the story forward.
They contribute little to no creative input of any other kind, instead relying on you to do all of the creative work.
If they do ever make any plot or story suggestions, they always or nearly always center on their own characters.
They expect what they want out of the game to happen right away , and get upset or angry if it doesn’t – or try to railroad the plot so it happens.
, and get upset or angry if it doesn’t – or try to railroad the plot so it happens. They constantly make bad things happen to their characters – so much that they are almost always in need of help, and/or their characters require no end of care or comfort from others. However, they will only rarely (if ever!) help or support anyone else’s characters.
In group RPs, they may try to move your characters to remote, isolated, or private locations where others cannot easily reach them or from which they cannot easily leave or contact other people, or try to push everyone else away from your characters in some way.
Confronting these players can be hard, but it often must be done – especially if it reaches the point where the game feels like a never-ending chore or you find yourself dreading the next play session. Dealing with them is much like dealing with a power-tripping game master/admin – so when you confront them…
Don’t insult, berate, or lecture them.
Don’t use exaggeration or hyperbole to describe the problems or your feelings.
Don’t describe the problems in vague and subjective terms like “this RP isn’t any fun.”
Spell out the problems thoroughly and unambiguously.
Try to offer at least one potential solution to each problem – and the more, the better.
Here are a couple of examples of what you might do:
“I’m having some difficulty with the way the game is going right now. I know you want [plot/goal/etc.] to happen in the game, and I want that too, but I’d like to do things a little differently. I’d also like [description of what you want], too.”
“I’m having some trouble. The way the game’s going now, I keep getting stuck a lot. If you could have your character do a little more to get the plot moving and maybe help me come up with some new plot twists or some different kinds of things for our characters to do, that would help a lot.”
Be firm, but kind about explaining why the RP isn’t currently working for you. Stay calm and reasonable, even if the other player doesn’t. If the player isn’t up to discussing the matter at the moment, let the player know that you can talk about it later on. And always remember: any player who refuses to discuss and consider your concerns or tries to make you feel bad or wrong for bringing them up is not someone worth roleplaying with. It’s your right to assert yourself and request what you want out of a game.
If the player claims to be acting this way because of real-life problems, try to be sympathetic to the player’s problems, but also remember that they don’t justify the player using you this way and that you are not a bad person for wanting to get out of the situation. You might suggest that the player talks to someone such as a parent, teacher, counselor, or therapist; or tries to find some self-help solutions or a support group on the Internet. Don’t let the player guilt-trip you – you are doing nothing wrong here. You signed up for a roleplay, not to be someone’s personal therapist, and these resources will probably be able to help far more than you can.
In any case, tell the player that you can’t keep playing like this, and stick to your word – if the player won’t budge and refuses to compromise, end it with that player. It’s not fun having to deal with players like this, but if you let them continue to leech off of you they will drain you dry eventually.
Five Types of Troublesome Players – and How to Deal With Them
It’s the job of the game master to herd cats through the roleplaying campaign. While dealing with unexpected player decisions, group dissatisfaction, or the occasional argument is just another day at the gaming table, sometimes specific players will make your day very difficult.
Many of those players fall into one of following categories:
1. The Metagamer
What they are: The metagamer takes actions that are out of character based on their knowledge of the game and the GM. While it’s possible to metagame in a positive way, troublesome metagamers help their character succeed instead of improving the gaming experience for everyone. If the character knows the weakness of every opponent listed in the monster manual, acts cautiously after you call for a spot check, or is suspicious of NPCs whose ill intent was revealed out-of-game, you have a metagamer on your hands.
Why they’re troublesome: Metagaming can wreak havoc on a story. Stories require healthy doses of conflict, and a player who metagames trivializes challenges that would otherwise be significant. Their choice to act out of character waters down their roleplaying and calls attention to the mechanics of the game, rather than the experience of the story.
How to deal with them: The easiest way to reduce metagaming- particularly if it’s happening with your entire group- is to reduce the knowledge they have. Reskin your monsters so they can’t recognize them from any reference guides. Ask for regular spot and listen checks instead of only calling for them when they’re relevant to the game. If you narrate any scenes between villainous NPCs to foreshadow or build tension, don’t name or describe the characters that are talking. That way the players won’t recognize them when their characters meet them.
If you have one or two players that are metagaming at a more blatant level, gently call them out. Often metagamers simply don’t realize what they’re doing or know any better. You can help them learn better habits.
2. The Power Gamer
What they are: The power gamer views a campaign as a technical strategy game they want to “win.” They have intimate knowledge of all the mechanics of the roleplaying system, and use them to build characters with broken power-combos and min-maxed abilities. They engage the game as a series of rules to follow and exploit instead of a story that’s unfolding.
Why they’re troublesome: Power gamers often view the GM as their opponent, since they’re the ones rolling for all the monsters and villains. They may try to police you by demanding you follow the exact rules of the system, creating arguments that are tedious for everyone. If their min-maxed characters succeed, they will break your conflicts and overshadow the other players. If they fail, it will leave them feeling bitter.
How to deal with them: The power gamer is simply used to a different style of gaming. If they had a GM that was actually trying to kill the PCs, and the other players were behaving like they were, they would be fine. The best way to keep power gamers from becoming a problem is to talk to your players ahead of time to find out what they want, and tell them how you run your games. If you do get a power gamer in your group, be firm about rules lawyering, but throw them the occasional bone with some challenging combat scenarios.
3. The Derailer
What they are: The derailer is a social butterfly that is easily distracted from the task at hand. They like to talk with people, and they’re not picky about what they talk about. As a result, they’ll frequently drop out of character to chat about the latest political news or the most recent Mythcreant Podcast.
Why they’re troublesome: It’s difficult to make any progress in the game when you have a derailer at your table. They’ll distract not only themselves, but all of the other players, bringing the game or its preparation to a screeching halt. Soon there’s not enough time to get through the material you’ve planned.
How to deal with them: While GMs are used to providing direction, no one wants to feel like they’re ruining everyone’s fun by repeatedly ending conversations that others are engaged in. To manage the derailer, you’ll need help from one or more of your players. Pull them aside at a convenient time and ask them to assist you in keeping the group on task.
It’s also good to make sure that the derailing isn’t a symptom of a bigger problem. It’s normal for derailing to take hold during game preparation and other slow periods, but if you have sober players that are derailing during important scenes, they may not be happy with your campaign.
4. The Gamejacker
What they are: The gamejacker is a GM, writer, or another storyteller with lots of their own ideas. They aren’t used to the lack of control that comes with being a player in a collaborative campaign. As as result, they put a lot of effort into trying to steer the direction of the story to fit their own ideas and preferences. They think they’re being helpful by taking everyone in that direction.
Why they’re troublesome: A solid campaign depends on the participation and satisfaction of all the players. A player that strongly asserts their ideas does so at the cost of everyone else. Other players become more passive participants instead being actively involved, decreasing their engagement. On top of that, gamejackers have a knack for stepping on GM toes. They don’t know everything you’ve planned for the campaign. By steering the game in another direction, they’re ruining all your careful preparation.
How to deal with them: Most gamejackers are going through an adjustment period; given time, they’ll relax. You can speed this process by talking to them privately and letting them know the effect they’re having on the other players. If they’re a writer, tell them that roleplaying is improvisational – they have to let go and allow events to happen naturally. If they’re a GM, inform them that this is your game, and you have extensive and secret plans that will never come to fruition if they continue taking control.
5. The Joker
What they are: Jokers roleplay in a wacky and silly manner. They create one-dimensional characters that maximize novelty, and hammer that one note at every opportunity. They might spend all their energy converting NPCs to a cult that worships toilet paper, or romancing any character with a beard.
Why they’re troublesome: Jokers get enjoyment from breaking social conventions, and as a result they don’t take anything seriously. It will be impossible to have any tense or tragic moments in your campaign, because the joker will be openly mocking the story and world you’ve worked so hard on. The players who want to follow the story or enjoy the world will quickly become frustrated with the joker’s unrealistic and inappropriate behavior.
How to deal with them: Much like power gamers, jokers are used to roleplaying in a campaign that is very mechanical. Silly roleplaying allows them to make the campaign interesting for themselves, without depending on the GM or anyone else. Now that you’re the GM, you should let them know that you’ll provide a compelling story, but that story depends on them playing seriously during the critical moments. Encourage the player to add depth and realism to their character. In exchange, provide regular opportunities for them to goof off with your blessing.
General Guidelines
Regardless of why a player might be causing trouble for your campaign, these tips can help you prevent or resolve the issue:
Ask what your players want from the campaign. Many of the problems that occur in a roleplaying group are caused by having different goals for the game. Talking to your players ahead of time will allow you to identify and resolve potential problems early.
Many of the problems that occur in a roleplaying group are caused by having different goals for the game. Talking to your players ahead of time will allow you to identify and resolve potential problems early. Set expectations for your campaign. All your players should know what type of game master you are beforehand. They shouldn’t be surprised when you put an emphasis on storytelling.
All your players should know what type of game master you are beforehand. They shouldn’t be surprised when you put an emphasis on storytelling. Find the intent behind disruptive actions. Players may be rules lawyers, metagamers, or gamejackers for different reasons. If you know their intent, you can provide a different way to satisfy it.
Players may be rules lawyers, metagamers, or gamejackers for different reasons. If you know their intent, you can provide a different way to satisfy it. Don’t argue with players. Describe the reasons for your decisions when necessary, but keep it short, and don’t let yourself get drawn into an argument. If you encourage combative behavior, you’ll be creating a terrible experience for all of the players who are sitting at the table.
It may seem like the only solution is to kick a troublesome player out of the campaign. But many of us game with the important people in our lives, and splitting the group would rob us of the opportunity to bond with them. Even when players want very different things, clear communication can allow them to find a compromise that works. And no matter how troublesome players can be, they’re at the table for the same reason you are – to enjoy a game together.
How to deal with player who won’t roleplay, insists character-friction is bad, and doesn’t take the game seriously?
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I’ve browsed most of problem-players and still felt we needed more info, or more allegorical advice from experienced gamers but am now seeing stuff in gm-techniques I had missed that is somewhat relevant, but I would still like to request some more specific advice.
I know this is a bit of an amalgamation of other similar questions on here, but this feels a little more of a specific case. The GM encouraged me to post this here to try and get some advice since we’re both kind of stumped.
Group composition
I’m a player in a 3-person group (four including the GM) playing the modern Conan game. Three of us are close friends and the third party member is the girlfriend of the other party member, which is to say that this is a tight group and “booting someone from the game” is basically the nuclear option where me and the GM would potentially fracture off and form a new group with people we know, the least preferable option all things considered.
The problem
We’re continuously getting in to arguments about how the game should be played and how roleplaying and mechanics should work (specifically the more vague “non-dice roll” mechanics). The problem party member is consistently at arms with me when I insist that we should be in character more often, or that I’m not “acting in character”, or that he doesn’t understand my character (which the GM understands very well, it’s just not a one-dimensional character like his is winding up to be), or that “it won’t be fun if your [my] character has a fleshed out backstory and the GM just turns it into an adventure about your guy.”
The problem here is that the GM has pretty specifically stated that this is a “Roleplaying” game and the entire purpose of us playing this is to roleplay. When I (and the GM backs me up) suggest we should try and stay more in character, and use out of character chat more specifically, he basically said that it’s “cringe and I’m not going to go “OOC!!!!!” to talk about things.”
We had one specifically bad situation where he and his girlfriend spent literally an hour and a half of real time arguing over a plan in a very split second sort of hostage negotiation where I was set aside to ambush in case things go wrong. After everyone was clearly getting fed up with him trying to hatch some scheme where we come out on top with every reward and absolutely no bad things on our end I roleplayed my guy coming up and basically ending the negotiation preemptively with a demand and an ultimatum. I did this without consulting them, hoping to throw in some “surprise” to the entire thing. This went over horribly and resulted in a huge fight over “we’re a team and we HAVE to always work together.” The girlfriend had never played a tabletop game before and is sort of only in the group because he is, so she takes his side heavily and insists we have to always have perfect group cohesion or come to a mutual agreement before acting.
All this is especially problematic because the problem player in question constantly acts of his own accord without consideration for anyone else, but he’s almost never actually roleplaying. His character so far has consisted almost solely of acting like a toddler (playing “keep away” with an amulet an NPC is demanding back that he had stolen and acting confused that she isn’t “friends” with his character despite the fact that we basically murdered the entire group she was with before this). Of note is that he basically kidnapped this NPC for no in character reason just to “see what would happen.”
During this amulet keep away, I once again tried to have my character swoop in and grab the amulet away and toss it to the NPC and give the player character some light knock on the head and a quip about “If it’s baubles you want, I’ll treat you to some, let’s keep moving.” I tried using advice I’d found in similar questions on here to encourage him to roleplay the situation, or do a pvp skill test to resolve the situation, but he got livid and insisted it was terrible and both him and his girlfriend compared it to “stealing from player characters at night with no consequences,” a thing that both the GM and I rebuked were not remotely similar at all, as one was directly encouraging roleplay and in-group friction that isn’t necessarily conflicting. I even offered a friendly “out” for him to benefit by offering to buy him things at the market.
Because of him acting like this, and constantly challenging both me and the GM (for instance his character sheet was very wrong because he didn’t read anything in creation and just sped through in 15 minutes [it took me 4 hours and even took the GM like an hour to make a random gen character], but he got pouty about the fact that the GM said he had to rebalance it to not be broken), his girlfriend is basically staying silent and not roleplaying at all, despite having implied that she was interested in trying to get in to her backstory.
In addition, the GM has specifically requested us to give him a fleshed out backstory for incorporating story elements along the lines, to which he insists is “not fun and it’s more fun to make things up and develop our characters from a blank sheet as we go.” Which is to say he basically wants to play a video game where nothing matters.
The biggest issue here is that he is the one who was the most insistent on wanting to play a tabletop RPG, but he both says he doesn’t want it to be “combat focused”, but also consistently refuses to engage with roleplay in any meaningful way, and actively fights against it if anything happens that isn’t the literal perfect outcome for his character outside of dice rolls.
In conclusion, this feels like a pretty complex situation considering his girlfriend is constantly getting annoyed with him despite her always taking his side on things that the GM takes my side on, and it’s ruining the fun for everyone in different ways. The GM constantly has no idea how to handle the situation because his character is acting like a toddler, his girlfriend is bored out of her mind because he constantly overtakes any attempts of ours to have character agency, and I’m having no fun because I’m constantly being told to just not play my character and be a mindless video game companion character.
The question
Is there any way for us to salvage this situation? Any last ditch efforts to try? Do we ultimately just have to have the GM message him and say “this is how I want to play the game, please take it more seriously or we will just have to stop”? The GM set up scenarios that will hopefully encourage him to roleplay, and I’ve been trying to stay in character (and the GM says he will force an in character resolution, instead of bending to his will that it’s not what he wants to happen, or at least a dice roll one, the next time there is friction between his and my character) in order to try and encourage him to roleplay.
Summary of the problem
TL;DR – The problem here is basically that the player refuses to actually get in to character, insists that “roleplaying is cringe” despite being the one who specifically wanted to play this game and said he didn’t want it to be a “combat exclusive” adventure (ie lots of roleplaying). He’s hostile towards anything not going his way or any “trolley car” situations he can’t BS his way into derailing the trolley car to save everyone and also find 5 gold on the ground. Any friction (that the GM says is good and interesting) between player characters is taken as a personal offense by him and leads to fighting between me and the GM and him and his girlfriend. He refuses to develop any sort of backstory for his character and is dragging down the entire party, but the group will stop existing without him since his girfriend would leave with him, so we’d like suggestions on how to push him in to actually roleplaying / taking things a bit more seriously and treating it less like he’s the protagonist of Oblivion or something.
The GM is linked to this question per his request, so any GM specific advice for him or player specific advice for me are both welcome.
Next Session: What Worked For Us
This doesn’t feel like it warrants a full self-answer.
We did a mini session 0 and talked about our boundaries and how we want to play as a group. We came to terms on what level of character autonomy there is (what works for us in theory is “no overriding someone else, but discussing it in character and acting independently can be fine”. The GM laid down IC/OOC phase rules and held us to them, which encouraged much more in character roleplay and jokes that don’t detract from the story as much as lighten it up. Our group cohesion increased as we talked about how to work together and plan as a group beforehand. This combination of methods seems to have alleviated most of our problems.
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