Advice on fixing a game with a problem player


Advice


So I recently did my second session for my game and a problem has came up when the combat encounter I had planned started. Two players joined the group making it a group of 8 now and I kind of guessed that would make combat a drag if done sloppy so I had a week to prepare for that and think I handled the simple part of keeping combat moving pretty good.

The problem started when one player asked a bunch of questions on if he could do this, this, and this which easly made his turns up in the 10 min mark while everyone else was just taking 10 seconds for their turns. I tried to put in a last min timer rule but that barely helped.

I tried telling him that he needs to speed it up before the encounter went past the time for some of the players to go to bed but he started getting ummmm sorry can't think of the word at the moment. He kept going on about it when i already told him his turn was over and I was using a 3 min timer. I tried answering his questions (a lot of them I didn't know the answer to and didn't want to waste time looking through the books to find out so i told him no most of the time)

Even worse was him doing other things then planning out what he is going to do on his turn when i told him that he needs to start planning his turn out. He is also very stubborn and acts out when he doesn't get his way.

Any answers to this problem that won't make him mad and quit the game?


Can another player help him out, like a tutor or a guide between turns? maybe make him a quick guide to combat actions.


We are going to need more detail than just your OP. As it is we are just guessing as to what the problem is.

What sort of questions was the player asking? Are they basic rules questions (e.g. how do I disarm someone), more obscure rules questions (can I 5ft step out of difficult terrain), requests for GM rulings to enable an action (can I swing on this chandeleer to get across the room) or questions about the scenario that aren't rules based so much as requests for information about the situation at hand (does my character know if a hammer works well against these skeletons)?

What sort of options does the player have in battle? Are they overwhelmed with a whole smorgasbord of potential actions that they have to sift through? Are they frequently in a position where pretty much everything they do is terrible and they waste time trying to figure out some course of action that isn't horrible? Are they pondering their turn despite their choice really being as simple as where to stand next to the monster while they whack it with a sword?

Why couldn't you answer the questions the player was asking? It does kind of come down to what the player was actually asking, but you still should be able to shoot out answers to questions very quickly (unless the answers are very complicated, but that's not really the player's fault unless they don't understand basic rules elements). Basic questions you should just know. With obscure rules issues you can just acknowledge you are unsure on and then pick a way to run it for the moment. Rulings where the rules are silent can be done by making a system of resolving the action on the spot (make a DC20 acrobatics check to swing) or you can just say outright it can't be done. Questions about the world around the PC you again should be able to answer on the spot, unless the questions are ridiculously specific.

What do you mean by "He kept going on about it" when you told him his turn was over. Did he say he figured out what he wanted to do and you told him "nope, too slow, wait till next turn"? Was he being sullen and muttering while you were resolving other players turns. Was he loudly complaining about you being "unfair" for taking his turn away from him. In other words, how severe was his behaviour, exactly?

What was he doing during the turn of others. How did he have the time to do other things when the rest of a full turn cycle takes less than a minute and a half according to you (which I suspect is a major underestimation). Does he completely lose interest in the game the moment he is no longer in the hot seat. Does he lose focus when the turns of others start taking a while? Is he disinterested in the whole combat (and why do you think that is)?

What was he doing during most of his turn. Asking questions? Staring at his spelllist or the table wondering what he could do? Trying to figure out how to roll an attack roll. Coming up to speed with all the changes that had happened since he last pulled out a distracting electronic device?

Is there anything else notable about that player, the rest of the table or the game you run that might explain why this problem is happening?

There. Answer most of those and we should be in a much better position to provide advice. Otherwise we are just trying to read between the lines of your post and guess the problems happening in your game.


Nevermind. Him and his wife started s@+& about the game with me so problem solved itself. Sorry.

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