Thursday, March 10, 2011

Common Player Problems

I mentioned in my previous post that choosing the right players for a roleplaying game can be a real challenge. But even after you've found a manageable group of people who can coexist comfortably, you might find new complications in the TYPE of players you've assembled. Here's a few common player-types that can ruin a good game if handled incorrectly:

The Total Newbie
Some players just have no idea what they're getting into. They can't help it that they've never played before, but the constant questions and second-guessing can slow down the game and grate the nerves of more experienced players. It's important to encourage them to explore their character's potential while keeping the game flowing. It helps as a DM to keep a copy of their character sheet handy (though good DMs should do that anyway) - that way if the player asks 'can I do ___?', there is an easy reference for the answer. When a player is trying a new tactic or maneuver, just tell them what they need to roll and do any math for them. Learning the character is more important for a new player than figuring out how THAC0 works. 
Sometimes, though, a new player's problem might not be the mechanics of the game at all. In a player's very earliest sessions, it can be difficult getting into the mindset of their character. Encourage the player's teammates to suggest solutions the character might come up with, and over time, they should get the hang of things. If you are playing with more established players who are eager to get the ball rolling, consider setting up a separate all-newbies game, or, if your schedule doesn't allow for that, try a one-on-one 'test scenario' session with the new player to get them caught up on the basics.

Meta-Gamers
For those who are unfamiliar with the lingo, 'Meta-gaming' is a term used to describe situations where a player uses out-of-game knowledge in a way that is inappropriate for their character. Most players don't do this on purpose; they simply have difficulty separating their own knowledge from their character. John may know that you shouldn't throw water on an oil fire, but what about Hrothgar the two-intelligence-barbarian? Don't be afraid to remind your players of their characters' limitations! If it's possible, make them come up with a reason why their character would be able to work out the solution to a problem in the way they would out-of-character. If not, allow the player's teammates to assist in situations they can't resolve themselves (unless there is a reason in-game why they can't access the player).  Instead of penalizing the player for thinking out-of-character, give them an opportunity to get more in touch with the way their character would think and act.

Min-maxing
Min-maxing refers to manipulating the rules to make the statistical 'best' character of a certain class, or the most point-productive powers in points-based systems. While there's nothing wrong with having statistics that are suited to a character's overall play style, this sort of numbers game usually makes things less fun in the long run. The best way to avoid it is to simply keep the players away from the numbers. Make them explain in abstract terms what their character can do, and make a character for them. Don't let a player tell you, 'I want a 17 Strength!'. Instead, ask the player how much their character can lift and work out the appropriate statistic. This prevents a player with intimate knowledge of a system (and its flaws) from disrupting the balance of power in a group.


Rules Nazis
Rules Nazis are a broad-scope version of the min-maxers described above. They know the guidebooks back to front, and any time you try to bend the rules as a DM, they'll tell you on which page, paragraph, and line of the rules you are WRONG. Being reminded so bluntly that the world you are playing in is full of numbers and figures breaks down the immersion - and, really, immersion is what roleplaying is all about! What many rules nazis forget is that most roleplaying systems have a RULE stating that if the DM states something is true, it is, regardless of other rules. A roleplaying game is like an improv skit - if you try to deny something that has been stated as fact, it breaks the flow. 
An important side note about rule nazis: the reverse should be avoided, as well. Just because what the DM says should be taken as truth doesn't mean the DM should abuse that power. No matter how angry a player makes you as a DM, 'A dragon eats you' is not an appropriate response! A certain well-known comic character spoke a truism about power and responsibility. You don't have to be Spiderman for that to be the case! As a DM, you have to be a good example for your players. If you show your players that it's okay to be caustic and reactionary, your scenario will degrade to bickering and in-fighting. Be the better man, and your game will be better for it.

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