How to manage PCs?

Post/Author/DateTimePost
#1

PlotThickens

Jun 13, 2015 19:48:27

Last night I ran my first game in a long time. I was playing with 3 guys, one of which was my roommate and best friend.

It went as smooth as a game can go for a group of first time players. They spent most of the session learning how to play and slowly getting used to what their characters can do.

My best friend though... well let's say this. His actions made me think he was trying to derail the game. He was playing as a halfling rogue. First encounter, he runs off into the forest leaving everyone behind. Not too bad, I just ran with it. When he came back, he said told the party he had encountered a demon that had convinced him he was a woman named Caitlyn and that he now has to live the rest of his life as Caitlyn or else the demon will come and slaughter him in the night.

That sort of stuff happened throughout the session. None of the other players seemed to mind, in fact they all enjoyed his antics. The only time one player got frustrated is when the Caitlyn learned he could attack other players if he wanted. This devolved into a brief scuffle between him(her?) and the human fighter of the partty, leaving our elf wizard alone to deal with three wolves (which he was successful). The elf was slightly frustrated but shrugged it off.

After the session, I asked Caitlyn's player if he was trying to derail the game. He said quite the opposite, that he actually had a lot of fun, he was just putting his heart into the game and having fun. And I get it. Everyone plays the game different. I want to keep the energy and enthusiasm, I guess. But how do i wrangle it in a little bit?  I've never played a "less than serious" game before

#2

Noon

Jun 13, 2015 20:30:06

Yeah, it's pretty much a common amatuer roleplaying error. They play right from the metagame fourth wall 'agitate other players' motive - which makes no sense at all character wise.

 

Like if you were to ask him 'Does your character act this way because that's how his parents raised him?' and he'll just give you this blank expression - because he's never thought about it before. He's not playing a character who had to grow from a baby and somehow functionally act with society in order to grow to adulthood (ie, not die).

 

And that's the common amatuer roleplayer error. They play this random thing that has just popped into existance and also doesn't care if it dies.

 

Go through his history - ask him about who raised him (punch him if he goes for the 'my parents are deeeeeaaaad' BS - someone raised him). Which culture did his character live amongst and how did he interact with that culture.

 

And ultimately, if he can't answer these simple questions, don't let him play.

 

He can go GM for someone else who acts like he did - if he finds that fun as a GM, then great, he's having fun. Or if he finds it annoying and disruptive as GM - well, that's why you don't let him play if he plays that way.

 

Dat's my advice

#3

BoldItalic

Jun 14, 2015 0:36:36

It's always the rogue.

 

If you are having fun, he is having fun and the other players are having fun, it's okay to let it run. But the moment it stops being fun for even one person, discourage it.

 

Many DMs impose a "playing style" rule that players are not allowed to attack each other and in organised play, a player who does it can get thrown out. But you're not in that situation. You and your players are learning what works and what doesn't work for you.

 

Explain to everyone before the next session that D&D is designed to be a co-operative game and if you have players attacking each other it doesn't work so well. Not to mention, monsters will start picking characters off one by one if they don't pull together.

 

Encourage helpful and co-operative play by awarding inspiration to players who exhibit it and not to players who don't.

 

You can rule that if a character is entirely absent from an encounter he gets no XP from it. If one player gets left behind, he will maybe try harder. But don't let anyone else get too far ahead, or encounters will be difficult to keep balanced.

 

 

#4

Noon

Jun 14, 2015 3:03:10

Further advice: Never discourage something unless you are okay with it continuing to happen anyway. Any player with a backbone and who wants to will ignore discouragement and keep doing the thing. Declare a social contract on the matter and say it's not allowed if you really don't want it to happen - things will never work out if you're not willing to say no to anything (at best you'll just find someone else to say no to things for you).

#5

bawylie

Jun 14, 2015 8:01:36

I've seen a lot of first timers "test drive" the game by doing stuff like that. 

 

They want to figure out just what the boundaries are and D&D has very few. 

 

So I begin by setting expectations, saying what the game is about, and what an adventurer is and does - we cover this in Session Zero. These sessions are gaining popularity because they're designed to reach common ground. For instance, your player might tell you they want something lighthearted; and then that wouldn't be an unwelcome surprise. 

 

So I would just have a 10-20 min tete-a-tete and find some common ground. 

#6

Barky

Jun 14, 2015 13:37:48

Virtually all brand-new players will do goofy stuff like that, especially if you're starting a new group with mostly new players. I advise that you admit the first session is going to be pure junk, and although you should try to keep the game under control, don't actually do too much of campaign-wide import in that first game, and don't be upset if it's a complete waste. Later sessions should be a lot better.

 

My first session with my group, when we were all new to playing 5E (and using Roll20), was just about a total waste campaign-wise. But everyone had fun doing all sorts of goofy things, including busting each other's stones with stuff like "rogue picks pockets". Later everyone got in the groove and now the games go really well and everyone works together to make the games fun.

#7

Dejavu357

Jun 14, 2015 15:06:08

The first time I played I pickpocketed my group alot. They finally knocked me out stripped my naked and tied me to a tree near a goblin cave. When I caught back up with the party they agin nocked me out and sold me to a slaver. For about 2 hours real world time all I could do is watch every one else have fun. That is what made me play my character. 

#8

Ralif_Redhammer

Jun 15, 2015 7:19:45

A friend of mine plays it this way from time to time, and he’s been gaming for quite a long time. My theory is that the derailment/chaos is a way for the player to control the game and be the center of attention.

 

I agree that using Inspiration to reward good play is a good idea. I also try to discourage the PCs taking any action against each other that involves a dice roll. And in general, to move on as quickly as possible from any disruptive incidents – have it only affect their character, not the rest of the group, and be done with it. Sometimes it’s okay to say “You finish whatever you were doing there, moving on…”

#9

Touc

Jun 15, 2015 11:08:15

++ to Session 0.  While you've already got started, there's no reason you can't spend a session doing a "prequel" to the adventuring that lets players role play how they met, began together, get to know one another.  For example, I started a campaign with players free-form, diceless, roleplaying a prequel. They received a charter to explore uncharted lands and reclaim it from bandits. I simply said we'd start 6 months earlier at a wedding (where two noble houses were allying and someone attacked the groom to make a political point). Everyone was to add to the story of why they were at the wedding and what they did with the story to end with them on the road with the charter in hand.  How'd this happen?  Players made the story and in doing so got to know one another. 

 

If your friend keeps on making your game goofy with antics that focus attention on him and disrupt the game for other players (is this demon story really adding to the game world or is it simply pushing your buttons or the buttons of other people?), you'll have to work this out off table with him.  Everyone needs to be on the same page, DM and players, with the style of game. One person should not be off engaged in a goofy style of play while everyone else tolerates the distraction while trying to play a heroic storytelling game.

 

 

#10

Rhenny

Jun 16, 2015 16:43:54

You could always have a real demon meet the PC.   Then he'll be like the "Boy Who Cried Wolf," which might add a interesting twist to the sessions. If you are ready for it, bring it on!

 

A lot of the times, I add elements to cater to player desires as long as it doesn't step on anyone's toes.  

(Reply to #10)

PlotThickens

Rhenny wrote:
#12

ivstin

Jun 18, 2015 20:45:58

Hire a Paladin.