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https://rpg.stackexchange.com/questions/164200
My own Party are ruining the game for me. What should I do?
In D&D I play a ranger who lost an eye in battle therefore having a disadvantage.
Me and my party of 6 friends went inside a tavern to rest just before we went on our main quest together. In the tavern we decided to have a few drinks - my character blacked out. Most players in the party decided to steal from me, taking a valuable egg (which I earned), and all of my gold.
I understand this is part of the game but when there are 4 dice rolls against my 1 then what can I do!? It just isn't fun: What is the point of playing?
I tried to ask what happened in the following morning but the other players just tipped off the bartender.
It is complete Meta-gaming.
I could try and get revenge by killing the players in a stealth manner but if this is just going to keep happening I may as-well just leave in game. What could I do if most people are just going to keep on stealing what I earn and making the game not fun to play?
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https://rpg.stackexchange.com/questions/125758
Player already planning on holding the party hostage next campaign
Backstory
We had a new player join us mid campaign and he made an eccentric Dragonborn character. The character joined a group of a rather ignorant elf and human who were already at odds with each other and throwing flak at each other in jest.
Now the three of us started bickering, but what we didn't notice is the player of the Dragonborn was getting really upset. Either we missed it, or were just ignorant, but after 2 months, he decided that he wanted to quit which caught us all off guard. We decided to work with him and said that we would no longer poke any fun at his character in character or out of character.
Aftermath
We all feel like there is this awkward 'watch what we say around him', but this isn't really the problem. The problem is this campaign is coming to a close and we're planning our next characters. Everything he talks about is how he is going to create a character that won't take flak from no one. At the first sign of someone making him upset he's going to attack them.
Everyone of course says that this isn't a good idea, but the dude just wants meta-game. The DM doesn't want the player to try and take over the campaign or cause unneeded stalling with inter-party fights due to a slight, and has expressed this to all of us, but he believes that ultimately it's up to the party to handle issues as they come up and is wanting them to come up before he will take any action.
The DM explained his stance:
My issue is that I will do what he wants. I'm just the advisor. I will not stop him, and it's not that I won't have any of it- But I would much prefer he doesn't make a character that hampers the general fun levels of the campaign, merely because he can't take light banter and weak insults. Ultimately the outcome is up to you guys - As a DM, it is not my place to tell someone to or not to do something, but I will absolutely make recommendations if I think its unreasonable. I would be doing everyone a disservice if I stood in the way of someone's desires for a character.
We want him to join us in this next campaign because he's a good friend, but it feels like no one is really looking forward to the next campaign anymore. I personally don't want to risk this campaign ending a couple sessions in right after starting. If we let him do what he wants to his heart’s content, fighting back will probably cause him to threaten to quit again, and kicking him out will cause strain on our friendship.
TL;DR
Player is upset that his character was made fun of last campaign, we stopped doing so, he's still planning on meta gaming and starting PvP in a new campaign if anything doesn't go his way.
What can we do to reduce this, or is it best to just abandon ship?
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https://rpg.stackexchange.com/questions/41140
How to deal with a player who doesn't understand party roles?
In our group (specifically Pathfinder), we have a player who's playing a master summoner (a very squishy class), and doesn't understand that his character can't solve every problem like the rest, especially the Rogue. IRL, he's not the brightest bulb in the shed but since he's family we can't exactly bar him from playing. Every encounter we expect him to die, and our GM has all but given up on trying to teach him how to play properly.
For example, every time the party Rogue sneaks out to scout, he immediately tries to follow, and almost immediately fails his stealth check, causing the Rogue to take hits and hate the player and his character for it (thanks to a plot element set by the GM, the Rogue is especially ill-disposed to taking hits ). When the party's Cleric (the tank of the 3-man group), heads into combat, he tries to ride his eidolon alongside for a few rounds until he's knocked out.
When told why this behavior is a problem he shrugs and acts like he understands, but then continues this pattern at the next opportunity as if he's completely forgotten or deliberately disregarded the conversation. When asked why he keeps making these choices, he says something like, "It's what I want to do", gives us a blank stare, or insists that he can be a jack-of-all-trades.
Does anyone have any experience dealing with a player like this, or have any solutions to effectively teach him how either his class, or the game as a whole, should be tactically approached?
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https://rpg.stackexchange.com/questions/143023
How can I, as DM, deal with an attention-grabbing player, and a group who can't speak up?
I'm running a campaign of D&D 5e with a few friends of mine, all of us being first timers in the genre. We play online, since some of us live too spread-out to meet regularly.
We are about to hit our first-year anniversary for the campaign in 1 or 2 months.
But since the beginning we had trouble with one of the players. To give a quick rundown of the situation: he eats up almost all of my attention as a DM, mainly by simply talking every one else down. Whenever I speak for an NPC or ask the group what they want to do or whatever, as long as it is directed at the whole group, he jumps in and talks... and talks... and talks. And whenever someone else says something, even just a small, "Hey, we could do that...", he goes right to "I WASN'T FINISHED".
At the start, I thought I could deal with it; I simply stepped in and said as the DM "Hey, person A over here has something to say too." It seemed to work at first, but slowly he started to get more and more upset about these incidents, not that I cared a lot since I thought, "He'll calm down, whatever, I'm playing with more than 1 person here."
But this backfired, as I realized recently; due to him getting upset and literally depressive for being shut down (after 5-10 min of him speaking non-stop mind you), the other players seem to take pity on him and now don't even try to add anything when he's talking. This leads to everyone shutting up for 90% of the game, i.e. his "screentime"... One player already quit over this, and I keep getting complaints from the others since the campaign gets boring for them... even though no-one would speak up against him during the session.
So right now I'm out of ideas on what to do.
I don't want to kick him, since me kicking him would, I fear, lead to even more pity for him (he's damn good at crying), but I feel like everyone is too polite to help me deal with this in any confrontational manner.
I even specifically call out other players for what they think/want to do when he's at a good point to finish his talking, just to have them say (in an annoyed tone), "Just let him finish first (eyerolls so hard you can hear it over the Skype call)". (They seem to be annoyed at him, not me, as far as I can read into it.) I'm actually not sure if he ignores those cues or if he's not noticing them.
I would appreciate any guidance you all can provide on how to resolve this problem, based on your own experiences.
Is my group just too nice/spineless? Am I just bad at GMing? What can I do to involve everyone again?
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https://rpg.stackexchange.com/questions/59146
How to deal with a player in a large forum game who constantly fights in-game and OOC?
I'm currently engaged in a Pathfinder game online, on a forum. I've been playing on this forum for a year now, and this is my second (third if you count IRL) RPG campaign. Never had a problem, since my previous fellow players were all cooperating to make the game work.
I'm playing a half-elven ranger in this Pathfinder campaign. It's a large campaign with two parties in it (our group of eight split into two parties). We are having problems with a player who tends to mix OOC and IC: he takes it personally every time we disagree with him, and gets angry inside and outside the game.
For example: The campaign has PvP aspects. All eight players agreed and made an official rule that forbade us to fight each other (yet). But when I once disagreed with his character, he almost beat mine to death and insulted me OOC. He has been warned by the GM, who saved my character — I couldn't defend myself at the time.
He has no longer the right to talk to us OOC, and GM and players agree that he is a PITA. In retaliation, he decided to be even more annoying in-game.
He doesn't care about our RP and plays on his own, which lead to really incoherent situations.
(I suggested a plan to take care of a pack of zombies. He disagreed, called me an "idiot" — to put it politely — and then proposed the exact same plan.)
I'm looking for advice on how to deal with this type of player. I can't kill his PC, as the campaign rules just mean he will reroll a character; he's in the campaign until the GM kicks him out. I've tried to be amicable, polite, indifferent... But he is really working on my last nerve. He doesn't seem to follow reason.
The forum has forbid us to insult each other, and encourage to keep relationships between player as amicable as possible. These rules apply to the campaign, but we can be as merciless as we want IC - as long as it's not meta (I can't kill his character only because I don't appreciate him as a player).
Is there a way to get along with this player — or a least, play with him, without having him ruining the mood — without killing him in game, or going crying to GM (he has to stay impartial and I don't want to ask him more — as he already saved me, due to disrespect from the other player)?
2 years later, what actually happened
Sometimes, there is not much you can do. This person became toxic enough for all the players to report to the forum's administrators, who issued a warning. Then he kept his toxicity in game, so we just all ended up killing his character.
It wasn't rewarding. Or relieving. It was a sad, bitter execution in a cellar. It's not fun to play with such a person, and it's not fun kicking them out. But if you're not willing to play with the group, then you have nothing to do at the table.
After this execution, we moved on with our IC & OOC lives. We (the players) made clear he wasn't welcome at the table with such a behaviour, and we would murder his new character without a second thought if the need arises. As the GM wanted to stay neutral, we couldn't forbid him to play, but we didn't allow the problem to remain. Eventually, he cursed at us, and refused to reroll, and so we went on amazing adventures with a troll down.
TL;DR - You're as much a part of the game as your GM. And if the GM doesn't take actions, it's up to you to find a solution - including leaving the game, if it come to that.
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https://rpg.stackexchange.com/questions/121607
Should I stop PCs looting from their dead friends/dead last PC?
A character in a D&D 5e game dies, and stays dead. They had some nice magic items, treasure, etcetera earned from their time adventuring.
What reasons could I give for the rest of the party not to pillage their corpse? Other than honour?
I've had imagine situations like:
Another party member goes "aha! I've had my eye on that staff/robe/shield, mine now!"
The players' new character gets into the game, and they want a fair share of "party loot" as they see it.
The first option I've been allowing (because who wouldn't make use of it?) but I can see this becoming unsporting if they decide not to revive their former companion, when they surely could, because character X got the shiny thing they wanted from a previous encounter.
The second also makes a sort of in-game sense to me; if a party member is dead and no longer needs a shiny thing, why not let your new friend use it?
Trouble is, this can lead to further squabbles over who gets what, or longer surviving members hoarding and dominating the game.
Sort of related to this question: Player wants to steal items from previous character
But, said previous character died in glorious battle rather than retiring.
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https://rpg.stackexchange.com/questions/161162
How to prevent discontent among the players when one player murders the others' characters?
I've recently had an idea for a one-shot game (in my own homebrew system that I've been using for a while) where I collaborate with a player to make things more interesting. My plan is to make it look like an old-fashioned dungeon run. The party, who is supposed to be made up of already well known heroes, is hired by a local noble, meets up in a tavern and goes to clear out the dungeon. The enemy they are supposed to clear out is a powerful necromancer cult.
However I plan to take the party's wizard aside and suggest to him that he plays a fake character. In reality he is a powerful and ambitious member of the necromancer cult. His master suggested to lure in well known heroes to turn them into powerful minions. The wizard likes the idea, but in addition he considers this a great opportunity to kill his master so he might lead the cult.
I plan to give the wizard an item he can use to revive a killed party member as his minion. I hope that this creates a setup where while the party does a regular dungeon run, the wizard has to balance out weakening and supporting party and cult while he plots to murder one party member to gain an ally. This ally would learn what's really going on, thus becoming my second collaborator.
I'd like to let things play out from there, either the party discovering the plot and killing the wizard or the wizard killing his master and making the party his puppets are outcomes which are bound to be interesting.
However I've heard a lot of bad stories about PvP in pen & paper games. People breaking friendships over murdered characters and really heated arguments. While there was some PvP before in groups with these people in them, no one ever got killed.
How can I prevent players getting angry at each other when it turns out that some are out to kill the group? Are my worries unfounded? Or is this entire adventure a bad idea?
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