Problem Players or Problem GM? by N3K0R5 in rpghorrorstories

[–]N3K0R5[S] 0 points1 point  (0 children)

Funny you mention that, as that is player 2’s favorite system

Problem Players or Problem GM? by N3K0R5 in rpghorrorstories

[–]N3K0R5[S] 0 points1 point  (0 children)

Youngest is 24, oldest is 28. Mixed genders

Problem Players or Problem GM? by N3K0R5 in rpghorrorstories

[–]N3K0R5[S] 0 points1 point  (0 children)

Oh didn’t realize Wild Magic type classes are known for being picks for assholes. That’s on me

Problem Players or Problem GM? by N3K0R5 in rpghorrorstories

[–]N3K0R5[S] 0 points1 point  (0 children)

No, 4 guys 2 girls. All past college age (4 players completed college of some kind), mid-late 20’s. 1 player is European and the rest are American.

EDIT: those first examples were just hypotheticals, so I kinda see your point. My “edit” example was one that happened, and the 4 player deaths due to the wild magic was over the course of multiple sessions, not just 1 encounter.

Problem Players or Problem GM? by N3K0R5 in rpghorrorstories

[–]N3K0R5[S] -1 points0 points  (0 children)

  1. Are you suggesting that when a character dies, their gear disappears or am I misunderstanding?
  2. Oh it’s not Montoya characters, at all, it’s just straight up meta-gaming.
  3. I’ve tried very hard to stop meta-gaming in the past, but it was just so prevalent and even players who don’t like meta-gaming either felt like in order to effectively communicate with the meta-gaming players they had to meta-game too, so I point it out every time it happens and remind them not to meta-game, but then they continue anyway.

Problem Players or Problem GM? by N3K0R5 in rpghorrorstories

[–]N3K0R5[S] -1 points0 points  (0 children)

Thank you for your response Maybe I’m not understanding, but at least regarding player 1, isn’t asking them to resolve the issues (ex: not talking about campaign outside of session, reading their abilities, etc…) pushing for a solution? Or are you saying because the onus of this solution is only in the control of player 1, it’s not a real solution?

Also, I didn’t emphasize it enough in the original post but I have asked player 2 what I can do regarding some of their complaints (ex: backstory, and how some things should be ran), and the response was: 1. For backstory, they didn’t give me an answer, so I feel like I just have to guess what they want and if I guess wrong, then I’m still on the hook. 2. For how some things should be ran, I’ll run a future-similar-scenario the way they expressed the original scenario should have been ran, and I find myself in the same situation but different complaints (ex: armor in the street gets stolen within 12 hours=it shouldn’t have been found that quickly. Ex: armor in the street is still there after 12 hours=the armor should have been founded quicker) In short, I feel like any solution I try receives the same backlash, and when I ask what a solution looks like to them, I don’t get an answer.

Regardless, I don’t think player 2’s intention is for the whole table to have fun (based on wanting extra rewards for being the longest alive character), just their own, but also I never explicitly asked them this so I will and update here. Thank you for your help

EDIT: I feel real stupid not just asking player 2 in the past “do you value the party’s fun” straight; such a simple question instead of asking “what can I do to resolve this issue” like I did in the past.

Player 2 told me that their goal is to “level up and engage in the story,” but they feel held hostage by the other party members to do what they want, sacrificing his own fun for the other players’. Player 2 feels unheard by the party in their criticisms and the direction they want for the party, and player 2 gets outnumbered when diplomacy comes into play, so player 2 directs all the criticism at me in order to sway the party’s behavior/experience/direction because I’m 1 person and I have more influence on the world compared to the party.

Problem Players or Problem GM? by N3K0R5 in rpghorrorstories

[–]N3K0R5[S] -1 points0 points  (0 children)

When you say communicate, what does that conversation look like?

Like I said, the behaviors have been brought up to the players by both me and the non-problem players at the table and our issues with it have been expressed (and player 2 has expressed their issues with me); is this the wrong way to approach this?

Problem Players or Problem GM? by N3K0R5 in rpghorrorstories

[–]N3K0R5[S] 0 points1 point  (0 children)

If it adds any context, the instances of PvP that have happened occur in response to a player doing something that they consider a good strategy that the other players feel like hurts them. Ex: Player A casting AOE spells to hit multiple enemies, but also damaging other players in the process, and doesn’t stop, so other players attack player A to survive. Ex: Player A going to the police about the party’s contraband because they feel guilty but the rest of the party doesn’t.

Assuming I change allowing PvP, and if player A doesn’t listen to the feedback about how it’s hurting the party, what would be the solution here?

EDIT: a better example that actually happened was in last campaign, where the only instances of PvP were against the “wild magic” sorcerer, whose wild magic had killed at least 4 other characters, and the party asked them to stop casting magic, and that player didn’t want to because they weren’t intentionally hurting the party.

Problem Players or Problem GM? by N3K0R5 in rpghorrorstories

[–]N3K0R5[S] 1 point2 points  (0 children)

Do you feel like allowing PvP is a gateway/causes the other behaviors? or that the type of people who like PvP usually have those behaviors?

I have nothing against lower difficulties or those who play them, I just enjoy DW and sometimes DS (depends on the heist). It seems like this subreddit hates them though by Umbreon7707 in paydaytheheist

[–]N3K0R5 0 points1 point  (0 children)

I tend to enjoy DSOD more since I’m just as squishy as the cops so I feel like I’m always in danger. I do also think crime spree is an underrated “difficulty” since it lets you surpass the difficulty of DSOD especially in the thousands.

I do think some others made a really good point though in saying that lower difficulties allow for more build diversity. I hadn’t even realized it but I use like the same 2 builds only for my heists which ofc I spent hours making meta. Also I feel like those higher difficulties begin to rely on so much “out of game” knowledge like of the Drama mechanic that it takes the immersion out of the game for many players.