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Re: Help need ideas for dealing with a character.

Posted: Sun Nov 23, 2008 6:31 pm
by Aaryq
I've had to deal with a guy like that quite a bit. I'm not nice about it. It was fun at first as the guy was a ranger and served as the scout. Well every character he played always ran off by himself and it ticked us all out. I've generated my own random encounter tables based on the size and level of the group (and for individuals) and I just stopped using the individual tables for him. He'd get pounded by bad guys. When he whined about being beaten up and nearly (and a couple of times) killed, I told him that the group can't help you because they have no clue where they are. He eventually got the clue and started staying with the group.

Don't be afraid to just kill him a couple of times.

Re: Help need ideas for dealing with a character.

Posted: Mon Nov 24, 2008 10:19 am
by demos606
Allow him to kill himself and the rest of the party. Repeatedly if necessary. Eventually either he or they will get tired of new characters and either he'll try something different or the group will force matters.

Re: Help need ideas for dealing with a character.

Posted: Mon Nov 24, 2008 9:59 pm
by Spinachcat
Corporal Micheal wrote:OK I have a player/character who I've allowed in my game and the character concept seemed to be good they player plays it as a antisocial person who constantly runs off from the group or does something.


There is no I in team. RPGs are about teams.

Create characters according. No exceptions. Ever.

Re: Help need ideas for dealing with a character.

Posted: Tue Nov 25, 2008 9:35 pm
by Vrykolas2k
Just kill them.
That's the Cyberpunk way...

Re: Help need ideas for dealing with a character.

Posted: Tue Dec 16, 2008 12:30 pm
by Balabanto
Spinachcat wrote:
Corporal Micheal wrote:OK I have a player/character who I've allowed in my game and the character concept seemed to be good they player plays it as a antisocial person who constantly runs off from the group or does something.


There is no I in team. RPGs are about teams.

Create characters according. No exceptions. Ever.


The problem is that there is an "m" and an "e."

Players have egoes. And the longer they play, the bigger their egoes are. Furthermore, if you don't run adventures that deal with the PC's backstory, MY players complain. I don't know about the rest of you, but too many people seem to think that the adventure the GM runs isn't important anymore. If that's the way you run your games, that's fine, but I guarantee you that at least 50 percent of your players will find that your adventures suck and never tell you.

The way that I handle this is that sometime during the course of the game, I run an adventure that deals with the backstory of every character. If all of the characters have similar backgrounds, and the overarching foe is clear, then I have it easy.

Usually, I don't have it easy. People want to play what THEY want to play, and they're often not interested in working out the PSYCHOLOGICAL differences between people's characters.