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- We've all had to deal with them. Their ways and issues are many. But we have but one name for them. "That Guy."
- That guy who keeps making "hot and sexy" female characters that "use their sex as a weapon", that guy who metagames with the Monster Manual, that guy who stares at his phone all game and gets upset when they don't understand what's going on. You know.
- That guy.
- I hope to put together - with your help - a manual for dealing with them. A field guide for assholes and jackanapes in your games, to smooth out discourse, streamline removal, and possibly, gasp, cure them.
- >Step One: Preventing That Guy Is Easier Than Dealing With That Guy
- >I don't care what the fuck you're planning: Do a session zero. This is a session dedicated entirely the setting up the game you're about to play. The DM/GM outlines the setting (or presents the one they've picked, in cases like World of Darkness), outlines the tone of the game, and discusses witht he players what the players are interested in or want to be.
- >It is paramount that you and the other players are firm and honest in this phase. DMs should avoid flip-flapping on desires and also shoot down without remorse things that don't fit. Conversely, players should communicate in exactitude their desires and dealbreakers. Everyone should come away from this with a clear idea of what is - and is not, more importantly - okay.
- >Create characters under the watchful eye of the game master. This will allow for things like:
- >>The game master to catch cheating, mishandling of rules, clear up misunderstandings and to dismiss character ideas that are not approved
- >>Houseruling creation for edge-case characters that the GM likes or sees potential in
- >>Explain rulings of the above without interfering with Session 1+
- >>Allows you to, if things get real heated, kick out players that can't be reasoned with - or in the extreme, disband the group while wasting as little time as possible. We'll circle around to kicking players out later.
- >Finally, while being firm, don't be rude or forceful. Some That Guys haven't even played before, and others have not learned what it means to be told "no". If things seem to be getting out of hand, calm yourself and step back. Try to find where the issue is and strike at it. Maybe what the player wants can be reached in an acceptable way. Maybe they misunderstand what you're telling them.
- >Part Two: That-Guy Proofing Your Game
- So you've finished Session 0 and you're moving on to the game proper. Congratulations! But you're not out of the woods yet. Players (and, yes, game masters) can be unpredictable, being people. Session 0 can catch a lot of problems, and deal with a lot of strife, but it can't catch it all. All sorts of things can cause a problem to instantly pop up out of nowhere. Past games could traumatize players into believing things are worse than they are, life experiences might have scarred a player, unexpected situations can blindside people with both love for the moment and hate for it. It's important to be able to work through these problems both before, and during.
- >Be prepared for players to take offense at pretty much anything and be ready to calmly discuss the matter. Yes, you failed that climbing check, I'm sorry. No, that roll doesn't beat the DC, I'm sorry. Be forthright and honest - perhaps even explain matters a little OOC. Sometimes a player might be simply confused - I rolled x, why didn't y happen? Why do I need to make this roll? Listen to your players, answer honestly, and stop the game to address matters. Avoid plowing over their concerns if they are expressed in good faith.
- >That being said, repeated instances of the above should prompt progressively stern replies. If things seem to be getting out of hand, clarify the rules as best you can. If that doesn't work, discuss the matter with the player and ask if this is the sort of game they really want to play.
- >OOC should be dealt with OOC - players that complain about things like setting elements should not be met with in-game consequences for their critique. Or even their "critique". Set aside these matters for the end of the session and see if you can't resolve the matter.
- >Do not underestimate the words "Are you sure?" or "Are you certain you want to do that?" These words should provide a player with a gentle, but powerful, reminder that they may not be making a great decision. Use it sparingly and it will prevent a lot of stupidity. Overuse it, and players will grow at ease with ignoring your warning. Asking it a second time, even rephrasing it, should only be reserved for the most absurdly, outlandishly obviously stupid decisions.
- >>That being said, you'll probably need to do that at some point. Even the smartest of players has bad nights.
- >Do not lie to the player's face, if you can avoid it. By this, I mean that deception should always be allowed to be discovered immediately or in short order. Rolls to out liars and shapeshifters are a given. Discovering traps and ambushes as well. Things that come out of nowhere, becoming an unreliable narrator, must be reserved only for the most absolutely fucked of fucked moments - sanity loss in these cases should be implied, you told the players their characters perceived a table and it turned into an orc, what the fuck?
- >Thank your players.
- >Thank your GM.
- Part Three: Yes, We're Going To Talk About Coasters - Etiquette and hosting
- It can be hard to host a game. You need clean space, large surfaces, time, and preferably a central locale. Strangers and friends alike can cause all sorts of predictable mayhem if people aren't careful. Politeness and decorum are important for any gaming group to maintain cohesion.
- >First of all, it's important to thank your host. Regardless of if they are the game master or a player, you're using their space and that's a risk they are taking for your benefit.
- >Establish in Session 0 the ground rules of the space. Coasters, bathroom use, utensils and their use. Use the guidelines about setting up a game in this: Be firm and honest in your rules. Avoid leaving things out.
- >Remember that the game is just the game. If things happen in that space that are frustrating, it's understandable to be, well, frustrated. But avoid becoming emotional, destructive, or angry. Remember that either you're in someone's living space - or that you have to live here after the game is over. Deal with issues in the game before they spill over and things get broken.
- >If you make a mess, it's generally a good idea to volunteer to clean it up.
- >People not involved in the game live within the space? Inform your roommates, significant others, or spouses about whether you want them involved or not. If others take issue with this - either way - it might be prudent to remind them of the living situation and who is hosting the game.
- >Ordering food, or making it, is a welcome time to take a break and discuss matters OOC, as well as to relax and switch gears - or even to end the session. Keep dietary needs in mind and make sure everyone has food if they want it. People can be unexpectedly shy about taking food - don't be afraid to press them!
- >Part Four: Don The Boot And Learn To Kick Properly.
- So it has come to this.
- You've talked it over with the player. You've bent over backwards. Nothing seems to work, and you can't make it work. It's time to pull the trigger and kick them.
- >Kicking a player from your game is an important and powerful decision. Don't do it on a "maybe" it will improve the game. Do it only - ONLY - if it is an absolute guarantee that the person Not Being There will make the game an objectively better experience for everyone at the table.
- >Discuss the matter with the player in question. If you've reached this point, then do not compromise. Be firm in your decision. Do not be rude, be honest, to the point, and direct. You are doing this to improve the game for everyone else - not to ruin their night.
- >Spite has no place in this. Remind the player that while this game didn't suit them, you might reach out to them for a different game. Only in the most extreme situations should blacklisting be considered at all.
- >Furthermore, the above also applies to keeping the player out of other games, run by other people. If he literally assaults someone at the table, it may be time to call other GMs or players you know and warn them. Otherwise, it might be wise just to cut them loose.
- >Do Not Hold Grudges. It's absolutely imperative that unless things get well and truly out of hand and beyond the pale, you should move on from this as amicably as possible. Try to find common ground and maintain at the very least a measure of contact.
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