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            One of the key things you should do as a GM is make yourself familiar with the classes, skills, traits, spells, abilities, etc that the player characters have. It can be a lot of work, but I don't see how you can deliberate a game fairly without at least having some basic familiarity.
Well, the thing is I am actually very familiar with this kind of stuff. Classes, abilities, spells, monsters, combat rules. The parts where I struggle seem to be the ones he finds in the parts of the book I never really read (Foliage rules, forest fires, weird applications of skills, polymorphing). Come to think of it, maybe I need to reread the Druid >_> However, your point is well taken. I've consigned myself to learning the rules better to perhaps reduce the anxiety this player is feeling towards the game. Besides, I could always use more knowledge when I'm running a game.
Yeah, there was a player in our group like this. He was an insane paranoid survivalist, who held that same view of DMs vs players, it was hilarious.
Odd isn't it? I'm not actively facilitating this sort of behavior, I wonder if it's some sort of player stereotype that I was never aware of? I tell him all the time I'm not actually against (or targeting) him.
• He tends to play characters that hog the spotlight. Mainly due to this player's tendency to talk constantly, never giving other players a chance to react or take actions. He does this without cease, every session, to the point where other players are now complaining to me.
• He is a combat lover and rarely RPs.
*Raises hand*
How are these not mutually exclusive?
They really aren't if you think about it. You don't have to RP to spotlight hog. He basically continually takes actions, references rules/numbers out loud while doing so and simply won't stop. He doesn't speak in character most of the time - he rarely interacts with NPCs other than to kill them. Example:
PP: I cast plant growth.
Me: Okay. Jim, what do yo---
PP: Oh, and I cast spike stones. (begins reading its effect).
Me: Neato, but I'm helping (Jim).
PP: Cool. I cast Beast shape, and turn into a bat. (Begins reading stat changes out loud). DM, I've got blindsight!
Me: Nice. But (Jim) hasn't had a turn yet.
Jim: I'm going to put some food on the campfire.
Me: Make a roll for Profession: Cooking for the quality of the stew.
Jim: (Begins to roll, is interrupted as he calls out the result)
PP: Hey DM, I'm crafting a pearl of power. DM, you know what that does?
etc. He's basically just not waiting for his turn and tends to always interrupt.
Regarding his behavior aside from dealing with rules, it's probably a good idea to institute some kind of Parliamentary system by which people have fair turns to declare their actions.
Yeah, I like this idea. It may help in the long run if I make non- combat actions more of a "standard" progression of turns rather than freeform it.
here is a secret to GMing that lots of people who have not GMed or don't know how to GM don't know. It is a rule that is there, but not written in any books, and it is ever-present in PFS scenarios and a GM's best friend. Its called plot.
Explain to your friend that what happened is part of the game's plot, and needs to happen, and that as far as you know, you followed all of the rules written in the books and succeeded in progressing the plot. Then explain that you still are learning the rules, and may slip up every once in a while, but the magic item needed to be stolen for story purposes regardless of the rules you needed to follow to steal it.
I smiled when I read this. This is, almost word for word, exactly what I told him in the last argument. He didn't like it. I think the fact that some things in a campaign can happen without his total control over them makes him uncomfortable - and it's understandable, but doesn't really mesh with the other players or myself.
Typing these things out really helps me crystallize the problem in my own thoughts. I believe that the combination of my lack of detailed rules knowledge and the fact that I occasionally do things because of plot may be making him feel insecure, so he's acting up, trying to enforce the rules more strictly by constantly arguing about them, and so on.
My goals before the next session (in two weeks):
-Learn the rules better, particularly those that I'm expecting to come up next session
-Use a more standardized form of turn order outside of combat
-Be more forceful about not interrupting other players
Big thanks to everyone who replied in this thread. Hopefully this straightens things out.
 
	
 
     
    