Advice with differing players


Gamer Life General Discussion


1)I have a roleplayer, who loves drama and lots of plot.
2)Someone who plays for the challenge and expects to die a lot.
3)A player who plays for laughs
4)A player who plays to win
5)And another who likes to be perfect, and plays clueless characters.

I like plot, and actually try not to kill the characters since without the same characters plot lags, which makes 1 happy, but two often gets metagamey and even forces his characters to believe the world can't hurt him. otherwise 2 is amazing at playing.

1 can be sensitive. If something isn't going the right way they get upset thinking they are doing it all wrong, which is hard when 4 tries to be the hero. He outright introduces himself as the leader every time, and must have every letter, fight the main boss first and will actually get upset for others taking his kills. Always out to win, with backstories that he feels gives him the right to be sanctimonious.

3 is rarely serious, and often tries to make things weird. Has lots of fun, but I think the idea of it all confuses her a bit.

5 is usually fine, but if he ever chooses to be anything but a clueless girl he snaps at the party insulting every idea they come up with. If he does play, he often can be brilliant, but when the brilliancy is less than stellar and doesn't work he will pout and stall the whole game. Not arguing but simply because if he can't play the right way than not at all.

4 also tries to do all he can to get away with everything. I know he cheats at attributes, which made me put in a rule of 16 14 12 11 10 8 as the starting stats, which also annoys 5 as he tends to like to break games, and play with stuff.

And party bickering actually made the characters AND players invent the talking horn so they can air their grievances. Which can get mean.

But they are the only gamers around. I can't kick any out, as that would just cutting off my nose to spite my face.

Any suggestions?


You're the GM, you're the boss. You're chief cat herder. You're big mommy and daddy. You're the judge and the jury. You're the benevolent god and the wrathful one. You are their only hope. You're the master, leeroy. You are their father. You are the chosen one. You're the last dragon. You're the one will simply walk into Mordor...

...I was going somewhere with this...I really was...


lol, well you got me to laugh and nearly choke on my drink, so some accomplishment there.

I should also make it clear that they are my friends, they can be tough, but are great people.


You like plot so stick with that.
Perhaps if you refrain from shielding them when death comes for them it will make the ones craving challenge a little happier. Just focus the plot around the ones most likely to enjoy it.

In the end run the game you want to run first and foremost. Adapt that game to accommodate your players personal styles second. If there is a conflict in styles remember your the GM so your style wins. I would toss out number 4... playing with cheaters is never fun. You either have to turn a blind eye to his abuses or forever act like his policeman.


When I have players that are as diverse as this I design the adventures with their characters in mind. Throwing each one a bone as often as I can. Do things like give the player that likes to play for laughs a little side project to run off and take care of.

Something simple, that can be taken care of quickly but lets him stretch his legs.

Give the character who loves to roleplay some NPCs to interact with that matter to him but not necessarily the main plot. So he can have conversations and make decisions that don't always affect the entire party.

If you can give details on their current characters and whats going on in the game I'd be happy to write up some more specific ideas for you to tinker with and draw ideas from.


Yeah, seems like a solid group from what you've said. I guess I was trying to say that you've got to be the one, unfortunately, who has to alternatively drop the hammer, kiss the boo-boos, unhurt the butthurt, herd the strays and keep the peace, sometimes with honey and sometimes with vinegar.

The only things that jump out at me are the cheating and the meanness, the rest is just trying to share something with other people who all have different personalities, idiosyncracies and foibles.

The cheating and meanness, however, have to stop. Period.

You're the only one who gets to cheat, it's called "GM Fiat".
And you're the only one who gets to be mean, because the tears of players are delicious.


I have an idea

Create a plot/campaign that focuses the story on #1, kills #2, puts 3 in a ludicrous circumstance (must where a clown suit and ride a pig to get past the royal guard comes to mind), lets 4 kill the big bad guy, and drags 5 along for the ride clueless as can be.


I'd probably end up killing 5. Over and over again. Insulting people's ideas at the table just sounds really obstructive of fun.
First, I'd kill him in a plot relevant way, to inspire drama and sorrow in 1's character. Then I'd kill him in a tactically avoidable way to make 2 feel challenged. Then I'd kill him in a ludicrous way to make 3 lol. Then I'd strive to have one of 4's cheating actions to cause 5's death, to try and evoke guilt in 4.


This has happened several times over different games not just D&D pathfinder related. But this game...
1) Is a drunken Half elf sorcerer who is related to an old dead lich. Not his fault he has undead powers. A bit of a backstory that I won't go into... he loves to flirt with NPCs. Problem is, 1 and I are roommates. And 1 cannot let a story go once they latch on. I designed some of the story around 1's character idea, to keep 1 involved. I tried to get the other players involved, but they don't care. 1 often gets upset if something goes wrong, or if things don't seem clear, a good explanation is they like it in easy mode, which is fine. But 1 can get emotional as a player upset if nothing they do works, or if they have a bad roleplaying night. Strange enough 1 is also the most experianced roleplayer in the group, and has been playing RPGs for 10 years while the others have at most 3 or 4.

2)Is a Middle aged bard that complains a lot and usually makes the characters laugh with in game jokes. Thing is I like all the characters to be important so he is a chosen one of a God. Despite losing a hand once, he believes nothing can hurt him and when 1 saved him from an angry dragon by being clever, he didn't even thank him, just assumed everything is fine, and outright said You didn't do anything. To tell a roleplayer like 1 that such a roleplaying feat was nothing...well...

3) Is a human fighter being a protege of the goddess of the underworld. and actually named Hell, The Fields of B**** A**. She will get bored if any roleplaying element cannot turn out funny, and will try to make it so.

4)Is a rogue, who follows minimaxing, and when I catch it he feels I am ruining his chance to make a character. He actually believes he has to steal and obsess over stuff, and be as deceitful as possible, because of a rogue code. One person made a lawful good rogue, and he told them at length that it was against the rogue code and would kill the character (in jest but still) because of bad role playing.(The character was a detective that worked for the city, thus lawful and good at picking locks/traps)He and I are constantly arguing, because if he could he would claim all the gold due to "I killed the bad guy so I get the main portion" "I did the distraction I get 50%" that sort of thing. I actually don't do treasure chests, or have loot on bodies, because he claims it all. If he doesn't use a bow, and another does, he would sell super cool bow, for the gold. I force the PCs to share all gold. And always tell the PC who could use it that they found it. We often argue over rules, as he will do any little thing to get away with something. Rarely does anyone in my group want to follow, GM says. And I truly feel it is an abuse of power to make the game difficult with someone I disagree with. 4 is my hardest trouble, but he is a swell guy, and can make the game pretty cool, when he isn't always trying to be the star. (Even said he was the star)

5)Is an under age Elven Cleric. She is a little too perfect, like a mary sue, except when the party is playing raise the child cleric and try not to let her make faux pas that could get them in trouble. (Pillaging orc band... let's say Hi they seem to be lost! when the party is trying to be sneaky)On the other hand amazing and clever to come out of traps and puzzles, and imagines the most unique ways to handle a situation. Sometimes, it doesn't work and is a little ridiculous, and that can start him on being moody. If he does not get to play sweet non combat characters, because someone mentioned they needed a fighter and he felt he was being asked to, he will be very surly. This is a guy that can be amazing playing a woman, but as a guy is quick brupt, and always claims he will never trust the PCs. He is kind of like Batman as a guy, which can be good tactically minded but he doesn't enjoy it, and brings down the mood.

Enough info?


Danta Wukong wrote:
1 can be sensitive. If something isn't going the right way they get upset thinking they are doing it all wrong, which is hard when 4 tries to be the hero. He outright introduces himself as the leader every time, and must have every letter, fight the main boss first and will actually get upset for others taking his kills. Always out to win, with backstories that he feels gives him the right to be sanctimonious.

Tell this guy to stop being a douchebag, seriously. Unless it isn't as bad as it sounds. It sounds pretty bad.

Danta Wukong wrote:


3 is rarely serious, and often tries to make things weird. Has lots of fun, but I think the idea of it all confuses her a bit.

She seems fine. I assume her trying to make things weird doesn't disrupt anything?

Danta Wukong wrote:


5 is usually fine, but if he ever chooses to be anything but a clueless girl he snaps at the party insulting every idea they come up with. If he does play, he often can be brilliant, but when the brilliancy is less than stellar and doesn't work he will pout and stall the whole game. Not arguing but simply because if he can't play the right way than not at all.

Tell him to chill out too. Seems like him and 1 are the big problem children here as far as in-game stuff goes. He kinda needs to realize that in a game of luck, your plans aren't always going to turn out right.

Danta Wukong wrote:


4 also tries to do all he can to get away with everything. I know he cheats at attributes, which made me put in a rule of 16 14 12 11 10 8 as the starting stats, which also annoys 5 as he tends to like to break games, and play with stuff.

Instead of restricting everyone, make him roll/allocate stuff in front of you.

I like to fiddle with attributes too but that's mostly because I'm the GM half the time and don't want challenging NPCs to have garbage stats and the other half I'm trying to fill a niche in the party and nobody wants the character to suck because I rolled bad stats, so everyone's fine if I bump Int up by 2 while dropping Cha by a similar amount.

In your case, you do care about the cheating, so however you do stats, just make him do it in front of you. Point Buy is as simple to regulate as just looking at his character sheet and going "Nope, you can't do that".

Edit: Reading your second post on this guy, seems like the bigger problem is he has a big case of "anything I don't agree with is badwrongfun"-itis. Tell him to quit it.

And the loot nonsense can easily be fixed by telling him that the entirety of the party knocks him unconscious and divvies up the loot remaining between themselves.

He should get the idea after a session of not getting any of the treasure that "finders keepers" works both ways.

Also, next time he mentions that Lawful good Rogues are bad and wrong or some nonsense, point out the Investigator archetype to him.

Danta Wukong wrote:


And party bickering actually made the characters AND players invent the talking horn so they can air their grievances. Which can get mean.

But they are the only gamers around. I can't kick any out, as that would just cutting off my nose to spite my face.

Any suggestions?

Sounds like they're a pretty disparate group.

I guess the real question is, do you all enjoy each other's company the majority of the time? If so, that's pretty easy to work out. Sit down with everyone next time you game and point out their flaws. I know that helped me with my s!%*ty rules lawyer impersonation (pro tip: make sure at least one person at the table knows the Grapple rules. =/), and I've tried to cut down on that.

Usually people don't realize they're doing something that irritates other people until it's pointed out directly to them.


I actually found I like prearranged stats after I tried it. Sometimes it just isn't fair when people role, here... everyone is equal. I believe games should be fair, so I try my best to keep them such. And it ruins your time when you roll completely average and everyone else is really good. Or you just roll too horrible. This way everyone starts out the smae, where it goes from there is fine as long as everyone starts on equal footing.

1 actually is usually fine, just feels like they are doing too poorly for it too be fun. 5 can or cannot be a problem player depending on what he plays.

4 is really the hard one for me as our personalities clash.

3 can really disrupt a story, depending. But usually is fine.

2 is a weird one because he is usually the best player, except when he gets metagamey and his characters stop getting involved or tempt fate, to the point he stops being a team player.

Sovereign Court

My friends are the greatest. However, at the table they were a complete train wreck. I would so love to have a functioning game with my best mates. It just wasn't in the stars for us. I don't know how bad your situation is but you might want to consider leaving them and finding a more serious cohesive gaming group.


You said you like plot, well death can be part of a plot. I have had characters die in my plot heavy campaigns, I even had a TPK in one. I just planned for it, so it gets incorporated in. For instance, I knew a TPK would happen, my worlds are sandboxy and the players were getting reckless, when it did, it let me introduce an NPC that would have long lasting effects on the end game.

There are also spells that alleviate death and have mechanical penalties. Point them out, get them used to the idea.

Or introduce Hero Points. That way, kill'em whenever, they can use their points to deal with that issue, plus feel kick butt about it.

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