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Referee's Lounge Discussion of how to (and not to) Referee Traveller and Cepheus Engine games. No edition warring allowed.

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Old September 1st, 2017, 12:41 PM
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Default Dealing with problem players

We've all had this experience at one time or another, and of various magnitudes. How do you deal with a player who is either gaming his fellow RPers or invoking rules that go against house rules, or just otherwise being disruptive in some way shape or form.

And by disruptive I don't mean said player is rowdy as such, but just not really playing in the same spirit as the rest of the group.

What solutions have you tried?
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Old September 1st, 2017, 12:54 PM
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Originally Posted by Blue Ghost View Post
We've all had this experience at one time or another, and of various magnitudes. How do you deal with a player who is either gaming his fellow RPers or invoking rules that go against house rules, or just otherwise being disruptive in some way shape or form.

And by disruptive I don't mean said player is rowdy as such, but just not really playing in the same spirit as the rest of the group.

What solutions have you tried?
Players agree to a social contract before ever starting a game. Mostly what/how rules are used. And what/how role-play is used. If a player ignores the contract, they're gone. But that's never happened.
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Old September 1st, 2017, 12:58 PM
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seems the real problem is not enough players.
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Old September 1st, 2017, 01:16 PM
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Default Rules Lawyers

The one time I had this problem was in a 1st edition D&d game. We had a regular group that ran along just fine (we met at one of the player's house's), but invited someone new to play after several of us visited with him at a Rec Center gaming night where we all played something different at the time. (I played SFB, others had a different D&D group, or Champions, or a board game, etc). This guy had just transferred in to our nearby AFB and was looking for a group.

He seemed nice enough when just chatting so we agreed to expand our group. I always felt we were short one anyway.

Before he joined us, we had a compact of agreed upon rulings for spots were the rulebooks were vague. a set of "in the spirit of" interpretations.

Turns out he was a strict constructionist. If it wasn't exactly written in black and white in the books, he proceeded to argue the point even when the rest of us had already agreed to an interpretation.

Worse, when our decisions worked for him, he used them. Only when they weren't the way he wanted them did he argue, and argue, and argue. Derailing the game. We finally, as a group, asked him to leave. He wouldn't leave. The home owner asked him to leave. He wouldn't. It wasn't until the police arrived that he finally left, and that was at the hands of the police lifting him up and removing him.

Needless to say, we only asked people of established gaming reputations to join us after that.
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Old September 1st, 2017, 01:28 PM
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Originally Posted by pendragonman View Post
He seemed nice enough when just chatting so we agreed to expand our group. I always felt we were short one anyway.
In a campaign I was umpiring a few years back we had a guy from the wargames club ask one of the players and I if he could join us.

I went to a fair bit of effort to build up the justification for the group being together in the backgrounds of their character generation (which worked for everyone else and I've done for years). To introduce him to the mechanics and all I ran a vignette for him and the mutual friend, with characters who had known each other for years in the backstory. At the very start of the vignette, when asked to drop off the other players character (who was vehicle-less) after being out together, he asked "what's in it for me?". I thought he was joking, but it went downhill from there.

We persevered for several sessions, so I approached him in between games one week and talked with him about his argumentativeness. He apologised to me, then proceeded to apologise, personally, to each separate member of the group. We that that was it, until the next two sessions involved him arguing the toss with me as well as the other players.

So, in between sessions, I simply suggested that we weren't a good fit. Did it in a manner that left him with his dignity, and we're still civil at the club whenever we see each other.

That was only one of the two clangers we've had over the years.
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Old September 1st, 2017, 01:36 PM
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I thought he was joking, but it went downhill from there.

We persevered for several sessions
why?
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Old September 1st, 2017, 02:19 PM
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Quote:
Originally Posted by Blue Ghost View Post
We've all had this experience at one time or another, and of various magnitudes. How do you deal with a player who is either gaming his fellow RPers or invoking rules that go against house rules, or just otherwise being disruptive in some way shape or form.

And by disruptive I don't mean said player is rowdy as such, but just not really playing in the same spirit as the rest of the group.

What solutions have you tried?
His/Her character dies at the next opportunity, or starts failing every die roll made. Lightning bolts to the head when underground do not seem appropriate for Traveller. However, an electrical short circuit while showering would be okay.
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Old September 1st, 2017, 03:20 PM
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Originally Posted by pendragonman View Post
*some snipping*

He wouldn't. It wasn't until the police arrived that he finally left, and that was at the hands of the police lifting him up and removing him.

Needless to say, we only asked people of established gaming reputations to join us after that.
The police?
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Old September 1st, 2017, 07:29 PM
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The police?
Sadly, yes. We were flabbergasted that after being asked to leave he wouldn't go.

We were floored when he wouldn't pack up when the police asked him to. They had to physically remove him from the house.
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Old September 1st, 2017, 07:59 PM
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We were flabbergasted that after being asked to leave he wouldn't go.
and this surprised you? prior to this you didn't pick up on any clues he might be this way?
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