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Annoying Things and How To Deal With Them

Started by KrakaJak, January 15, 2008, 09:14:34 PM

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KrakaJak

So, what are the player/DM behaviors that annoy you most?

How do you deal with them?

For example, it annoys me when players don't "buy-in." I.e. players go kicking and screaming into an adventure unless there is A. Mad Loot(tm) involved or B. the Bad Guy(tm) has killed his whole family and is right in his face or C. Both.
Weird goings on about town are not enough to get them to investigate.

This is something I can understand (barely) in a "common man" RPG, like say...umm is there a such thing?



I handle these things by A. telling problem players to make CURIOUS characters at the start. If that desn't work, I tell them out of character that their "in-character" play is is getting in the way of the fun stuff, and pissing me off because I spent all week designing a fun encounter that they're avoiding.

If that doesn't work....the encounters come to them and they die.
-Jak
 
 "Be the person you want to be, at the expense of everything."
Spreading Un-Common Sense since 1983

Blackleaf

You need them to understand that inactivity is a choice that will lead to their character being eaten. :)

Aos

Quote from: StuartYou need them to understand that inactivity is a choice that will lead to their character being eaten. :)

That's pretty much how I deal with it.
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ancientgamer

Do they know what they are getting into before the game starts?  If not, the answer is that the players wanted X but you handed out Y.  If so, I wonder about the possible of passive agression rejection or perhaps there was a good reason for inactivity (They were doing stuff but you didn't consider it "productive"). I don't want to go into Cheetoism too much but it sounds more like a social problem rather than a problem to be solved in game.
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Blackleaf

They might be "turtling" -- afraid of putting their characters in harms way, so they want to stay on the defensive and let things come to them.

You could use day and night to help.  Each night, unless they've done something to prevent it, they get chased about by something nasty.  Or a villager gets eaten. Or whatever they don't like.  That could encourage them to haul ass during the daylight and try and get stuff done.

KrakaJak

Do you guys have any in game behavior problems?

How do you deal with them?
-Jak
 
 "Be the person you want to be, at the expense of everything."
Spreading Un-Common Sense since 1983

beeber

violence.  

suspect cheater?  npc's target that one, a little more than most.

turtling?  the action comes to them, sometimes unpleasantly (home village burned down, etc.).

James McMurray

If you sit in your hotel room the whole session waiting for violence to come to you, when I say "whatcha doin?" and you answer "nothin," I move on to the next player.

Spazmodeus

Quote from: James McMurrayIf you sit in your hotel room the whole session waiting for violence to come to you, when I say "whatcha doin?" and you answer "nothin," I move on to the next player.

Did this with a group a few years ago.  They all sat in their rooms for about 4 months before someone figured out they were wasting their lives.
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Kyle Aaron

I deal with the "I roll to dodge the adventure" guys by asking players to create characters with a background and personality. For example, for my current campaign I asked for a background with one important person, place and thing (some portable object) for each character.

This gets them thinking about their character in some detail, and by having the players effectively come up with an NPC and part of the physical setting or two, they feel a sense of investment in the setting. They helped create it, so they want to be part of it, just like if they help pay for the pizza they want to eat some of it :D And by the little stories and themes they come up with from the important person, place and thing, that tells me the sorts of stories and themes they'd like to see in the campaign.

I can then create the campaign setting to match that stuff, tap into it. I talk about that a bit in How I made my best campaign ever.

Some players turtle up defensively, but I just tell them stories of old campaigns I've run and played, mistakes I've made, so that they know - I'm not out to get you, I'm barracking for you, mate, I want you to have a chance to be a hero!

Of course it doesn't work with all players. It supposes that players are interested in entertaining themselves; but some players have watched too much tv, and expected to be entertained. I try to encourage those guys, but in the end they usually just drift or have to be cut loose. Go play a computer game.
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James McMurray

Quote from: SpazmodeusDid this with a group a few years ago.  They all sat in their rooms for about 4 months before someone figured out they were wasting their lives.

I've never had it happen with the whole group before. At that point I'd probably reevaluate the entire campaign and my role as GM. If nobody is doing anything, there's something very wrong.

And it's not like there's nothing to do. They often drop plot hooks because they don't have the manpower to chase them all. I also welcome efforts to create your own plot hooks. It's just that one of the players sometimes wants to do nothing that doesn't involve hitting things. He isn't that way all the time. He even spent 30 minutes once decoding the heiroglyphs in Desert of Desolation (a TSR module with a pyramid robbing egyptian thing).

It's a little annoying sometimes, but not so much that I've ever complained to him about it. Everyone (even he) jokes about his allergy to flavor text. :)

David R

Quote from: KrakaJakDo you guys have any in game behavior problems?

How do you deal with them?

Not really problems...over the past couple of years I've learnt to deal with the various different ways my players engage with my games. Here is just one example...

The Supporting Actor. This player finds it very difficult to become active (or even react) to any of the plot threads I throw out there. Campaign creation is where the players tell me, what their characters are doing or want to do in the setting....I don't do, any of that "you all meet in a tavern" stuff.

But this player normally has no ideas for his character....what he likes to do during play or campaign/character creation is to latch on to another player's plot thread or character....essentially becoming a supporting "character" to that plot thread or character.

So now in every game, the players (and me) decide before the campaign who will have "the supporting character"....now this may sound pretty dodgy to most gamers but it seems to work for our crew. This particular player roleplays really well, creates characters who are useful to whoever he's attached to in the campaign....so, there's always a bit of a fight as to who gets him :D

Regards,
David R

KrakaJak

Quote from: David RNot really problems...over the past couple of years I've learnt to deal with the various different ways my players engage with my games. Here is just one example...

The Supporting Actor. This player finds it very difficult to become active (or even react) to any of the plot threads I throw out there. Campaign creation is where the players tell me, what their characters are doing or want to do in the setting....I don't do, any of that "you all meet in a tavern" stuff.

But this player normally has no ideas for his character....what he likes to do during play or campaign/character creation is to latch on to another player's plot thread or character....essentially becoming a supporting "character" to that plot thread or character.

So now in every game, the players (and me) decide before the campaign who will have "the supporting character"....now this may sound pretty dodgy to most gamers but it seems to work for our crew. This particular player roleplays really well, creates characters who are useful to whoever he's attached to in the campaign....so, there's always a bit of a fight as to who gets him :D

Regards,
David R
I wish I had more players who wanted to be the "supporting charatcers". A problem I haven't realy figured out are the players who build really deep 'leading role' characters....and then wait the whole game just to say "Oh, I guess I punch the guy."
-Jak
 
 "Be the person you want to be, at the expense of everything."
Spreading Un-Common Sense since 1983

David R

Quote from: KrakaJakI wish I had more players who wanted to be the "supporting charatcers". A problem I haven't realy figured out are the players who build really deep 'leading role' characters....and then wait the whole game just to say "Oh, I guess I punch the guy."

Is "Oh, I guess I punch the guy" the only option available? In other words is this the only option you're presenting to such players or are these players coming up with character backgrounds in which violence is the only form of possible conflict. A little more info is needed.

Regards,
David R

KrakaJak

No, people are coming to my games, creating detailed in depth backrounds...and then not interacting with the game at all until it's their turn in a combat round, and their combat description is "I punch the guy" or "I hit him with my sword."

I.E. they have these neat interesting characters on paper, but come play time, they're as dull as a box of rocks.
-Jak
 
 "Be the person you want to be, at the expense of everything."
Spreading Un-Common Sense since 1983