Actions and Consequences

Given the title you’d think this was attached to John Wick, but it’s decidedly not.

My last panel of the weekend was about running a game that includes “that guy”. I was moved up to the moderator position for this one, so I had limited chat time, but did get to (try) to guide the conversation. I put ‘try’ in there because we had a really excellent panel of creative and sharp people. As we were sitting and chatting before the official panel started we were covering various topics in a startlingly inattentive way. Somebody said, “train of thought derailed… no survivors…” and that was immediately met with “Oh No! All those poor, theoretical thought people!”

Theoretical thought people sort of became an unofficial theme as we rolled into our discussions. It was a whole lot of fun and I was really happy to have such a great panel of folks to work with. Below are my panel notes. The fixes listed are mine alone. The rest of the panel had some great suggestions as well.

Panel description:

One of the biggest problems that can be encountered with running games at events is That Guy. Everyone has heard of a That Guy. They’re the Murder Hobo, the Horny Bard, the one player who doesn’t care about the story or progression or the rest of the party. Our team of Game Masters will share their stories, and discuss tactics to curtail these behaviors.

Loose Outline:

Introductions ~ include: are you currently running a game? Are you currently playing a game?

Definition – what is your definition of “that guy” (or girl – let’s not narrow it too far).

Connected to above – Are there specific types of or styles of “that guy”?

Do you believe in session zero? Will it stop “That Guy”?

Do you have, use or are familiar with player consent question lists? Should GMs use those?

What about personal connections? Does the DMs boyfriend always get special treatment?

Ask the audience for (short) specific examples and see how the panel would handle it?


Example types of bad players:

Rules lawyer(s) – Rules as written OR rules as DM says that’s how it works…
Fix – ask them to help you, and track all the rules (and changes) you make and use.

Instigator – Rogues stealing party treasure, fighting internally, “Leroy Jenkins”!

Fix – actions and consequences, set the tone to your own game, DON’T ROLL – make rulings

Spotlight Hog – player talks over everyone else, jumps onto doing the same action as others

Fix – sandwich compliment(s) around issue. Often just excited~

The Cheater – Faking rolls, “fixing” the amount of gold they have… etc.

Fix – Don’t tell them if they need to roll high or low

The Power Gamer – trying to be super powerful, stretching the rules, pushing limits. Hard to DM

Fix – Use them OR ask them what they’re goal is and then put the next steps on them.

Also – The bad guys learn… how will they grow the character if combat isn’t a challenge?

The Immersion breaker – pulling people out of the mood IF you’re hitting on all the wrong notes

Fix – land

The Meta-gamer – can’t make the separation between player and character knowledge

Fix – ask the player if they think they would know something

The Boss / Critic – who thinks they know it all and tell everyone else what to do or tell them it’s wrong

Fix – direct, call out the behavior

Flippant – Just not paying attention, constantly on the phone, don’t really seem to want to play

Fix – try to engage them a little, see how they respond

IF it doesn’t work, give them an option to leave (and talk it all out) {EPIC DEATH EXIT?}

Communication is key!

My personal house Rule #1: It’s just a game.

We’re here to have fun, and if we’re not having fun, then why are we doing it? Get out there, play games, have fun!

Back in the Driver Seat

It’s been a while since I’ve run a D&D game. The schedules of adults combined with a pandemic crushed that creative bit of things for a long time. I’ve posted on here about being invited to play. The game turned from fantasy to horror and that’s not exactly ‘my jam’ as a friend would say. Yes it was fun and there are memorable stories from the few sessions we’ve run. Once again, the schedule of adults looked to wreck that gaming chance. I volunteered to step in and attempt this long distance gaming thing as the game master.

I’m glad I volunteered. The rest of the players seemed to be on board with the idea. All I needed to do was figure out how 5e worked compared to what I knew, work with everyone on character creation, design the adventure, tailor it to the characters, figure out how the online tools were going to work and THEN actually run the game. Easy peasy, right?

Oy. I must have forgotten how much work it is to stay ahead of a handful of very sharp players. I was (and am) glad that I did this. We had a couple of bumpy patches in our first session. A couple of communication errors (mostly on me) and some adjustment to the online environment, but all in all I think it went as well as could be expected.

The best part was that we’ve already come up with a bit of story that’s going to stick with us. A gift that will keep on giving as this party of intrepid adventurers continues to move through the game world. Fear the grain shortage and buy your bread now! You should watch:

Here we go!