As you will soon find, or as every seasoned GM/DM knows, not every player is an ideal candidate for a fun game of Dungeons and Dragons. Every player comes to the table with their own challenges and when put in a group with others, sometimes these challenges are intensified, for a variety of reasons.
There are 7 main types of PC (Playable Character) playing styles that cause pause for GM/DMs and we’ve pulled together some helpful and first hand hints on how to manage them.
The Hack ‘n’ Slasher
Definition: The PC shows up, tries to kill everything in site, and takes all the valuables.
Likely Cause of Behavior: First off, let’s not assume that the player is trying to be difficult. Maybe he/she feels as though this is appropriate. In fact, this is a very common style of playing in older editions, so it might be the only way they know how. However, we often see individuals, both new to Tabletop RPGs and veteran players, utilize this approach when they want to push others away in real life as well. Why would anyone want to do this? Because it’s easier to push people away on “my terms” and have control of the situation than to allow others in and have them “push me away” for just being me. It often involves a significant fear of being rejected just for “being me” and typically the individual feels as though this is a pattern and they are acting out to stop the cycle of pain (although ineffectively).
How to Manage Behavior:
- Step 1- Talk to the player before the session or 24 hours or more after the session. The 24 hours is to ensure you know exactly what to say, and can be regulated and assertive when communicating.
- Step 2- If Step 1 doesn’t work, utilize natural punishment in game.
- Example: PC killed a villager? Have them arrested, making sure they know resistance is futile. If they resist arrest, maybe their character is even killed due to this being a natural consequence of their action.
- Example: PC attacked the Orc chief without provocation? They swarm and attack you, stealing all your valuables and leaving you with just your pants and tunic.
- Step 3– If none of the above steps are effective, inform the player that this is not how your campaign is to be run, and if common ground can not be agreed upon, they may need to leave the game.
The Lurker
Definition: The PC goes through the motions of gameplay, but doesn’t actively participate and is more there to watch the others and see the story unfold.
Likely Cause of Behavior: This is really common with new players, and is almost expected. However, if this persists, the common cause of this behavior is often anxiety. Dungeons and Dragons can be daunting because it requires “putting yourself out there” in ways many of our clients have never done. It can also be important to remember that, for many of the clients we work with, their anxiety is deep rooted and has already affected their life significantly, so changing this behavior might take a significant amount of work on behalf of both the client and the DM/GM.
How to Manage Behavior:
- Step 1– Talk to the player after the session, and let them know that a big part of the game is role-play, and that you would like to see a bit more from them.
- Step 2- Utilize your NPCs (non-playable characters) and, through role-play, specifically engage with that players PC to practice.
- Example: The party walks into a blacksmith, a soot filled dwarf looks at each member and his eyes lock onto the quiet elf in the back. “What’s an elf looking for in a dwarven forge? Ye arms aint strong enough to lift what I make.” This is a direct queue for that member to interact directly.
- If the GM/DM has fun with the interaction, this usually lessons the anxiety of the player and gets them out of their shell. Repeat this step several times, some players need more push than others.
- Step 3– Vaguely offer options for their character’s choices. Oftentimes the choices are unlimited, to the point of it being overwhelming. Offering choices can help alleviate their anxiety significantly.
- Step 4– Spend some time outside of role play helping the client identify what about role play is making them anxious (consider joining one of our trainings for tips specific to addressing client anxiety through Tabletop RPGs).
Meta-gamer
Definition: The PC uses out of character knowledge to get the upper-hand, instead of challenging oneself and doing what their character would most likely do. This can be quite the annoyance for a GM/DM as well as the other players, as it sometimes takes away some of the fun and “awe” factor of the story.
Likely Cause of Behavior: We tend to think there are a couple reasons individuals might do this. Again, there is a solid chance that the individual is unaware that this behavior is not acceptable/encouraged and are completely unaware that this “ruins” fun for fellow players. Some players thoroughly enjoy learning everything they can about D&D and don’t understand that by sharing this information and applying it in session, they are effecting the game for other players.
Another time we see this behavior is in clients who struggle with grandiosity and seek out the admiration of others. These individuals often want to impress the other players by showing them that they know more than the other players and/or the DM. We have found that clients who are the most likely to engage in this behavior are those who are struggling with self-image issues as well as clients who have emerging personality disorders. However, either way, it’s a quick way to damage their relationships.
How to Manage behavior:
- Step 1– Talk with them after the session. If you are frustrated about it, wait 24 hours or until regulated and are able to be assertive about it. Let them know why you feel their behavior is frustrating to yourself and others.
- Step 2– We have found it helpful to assertively give these players feedback during the session and inform them that it will effect their experience in advancing their character to the next level. When providing them with feedback, it is important not to nag, but simply stay neutral, sticking to the facts.
- Example: Just so you are aware, if you continue to meta-think, your character will not receive as much experience as the others this session.
- Step 3– Explore what benefit they player is obtaining via meta thinking-both personally and their character. Attempt to help the player identify that while this behavior might seem helpful in the moment, it’s doing long term damage to both their relationships as well as their character.
- Step 4– Be consistent with the consequence. It might not do much at first, but when the rest of the party is stronger, and has “cooler abilities” and can eliminate enemies easier, the message will get across.
- Step 5– If the player continues, and it’s taking away from the experience of the other players too much to be ignored, you may need to let them know if it doesn’t stop, they will be asked to leave the game.
Min/Maxer
Definition: The player, usually an experienced player, creates a character with maximum advantages, and minimum disadvantages in order to become over powered (OP).
Likely Cause of Behavior: It is likely that the player is unaware why this might be a negative behavior. Most people are used to games where there is a winner and a loser and their goal is to win. However, Tabletop RPGs are different, it’s a team effort with the emphasis put on the story line-without a winner or loser. When a player becomes OP it effects the story and makes for a less interesting and captivating story line.
How to Manage the Behavior:
Step 1: This is usually avoided if the GM/DM is present during character creation. Let them know you want players to have a weaknesses so that they have to rely and utilize other party members. Additionally, an imperfect character makes for a much better role-play experience.
Step 2: If the player insists, explain that this is not allowed in your campaign so they have the choice of changing their character or removing themselves from the game.
The Grifter
Definition: The player cheats, or tries to convince everyone of loopholes that they always come out on top, or get their way. This type of player can be quite frustrating, and annoying.
Likely Cause of Behavior: Again, we have found that players who engage in this behavior might be struggling with emerging personality disorders. They want complete control of the situation and for others to do what they say, to only benefit themselves.
However, there are other more common reasons, outside of emerging personality disorders for engaging in this behavior. The clients we serve often have an intense need to control the situations (due to trauma responses) and have been forced to only focus on themselves in order to survive their trauma. Therefore, when viewed through this lens, it’s no wonder they take this approach within the game as well.
How to Manage Behavior:
Step 1– Be sure they are indeed cheating. It would be unnecessary tension if they have just misinterpreted the rules, or maybe you, as GM/DM, misinterpreted it. Make sure you fact check before going on to the next step.
Step 2– If the player is cheating, call them out immediately. Be sure to use assertive communication, and let them know that it will not be tolerated. If the person is consistently trying to find loop holes, let them know it’s frustrating and interrupts the flow of the game, due to lengthy discussions about a rule.
Step 3– You are the GM/DM, this means that it is your game, and that you have final say. Be careful with this step, as it can easily be misused, or seemingly so by the player. In the end, however, you are the final word. What you decide is what it shall be.
Rules Lawyer
Definition: The player has committed all rules to memory, and will fight anyone tooth and nail over them. This style interrupts the flow of the game. It is important to let all players know before they start playing of any rule changes, or variant rules you are applying, to your campaign. Even after doing this, you may have players challenging you on a rule.
Likely Cause of Behavior: Given the clientele we serve, we see this behavior most often with our players who identify as being on the autism spectrum. For these individuals, rules and regulations are very important and it provides feelings of security. Therefore, these players are rarely challenging the DM as a way to assert their knowledge to prove others wrong, but instead because it provides a level of security and familiarity for them to function in.
How to Manage Behavior:
- Step 1– If it’s a rule you haven’t gone over, fact check it. If it is a rule you have already talked about, go to Step 3.
- Step 2– If you decide to stick to the rule, thank the player for their help, and stick to the rule. If it’s not a rule you would like to stick to, keep it for this one time, then inform all players about the future change. Either way, thank the player for letting you know (You’re not perfect, and showing appreciation to a player’s knowledge often times eases any tension).
- Step 3– If it is a rule you have already gone over, inform the player of this, and stick to your rule. Being consistent is important when changing rules.
- Step 4– Ultimately, it’s your call. This is your campaign, and you run it the way you want.
“That Guy”
Definition: A person who plays just to mess with the DM/GM and/or the other players. Often getting enjoyment out of ruining others fun. It is important to confront this problem right away, as it builds tension rapidly between players, and deters people to play more in the future.
Likely Cause of Behavior: Similar to the “Hack n Sack” type, we often see individuals utilize this approach when they want to push others away in real life. Why would anyone want to do this? Because it’s easier to push people away on “my terms” and have control of the situation than to allow others in and have them “push me away” for just being me. It often involves significant fear of being rejected just for “being me” and typically the individual feels as though this is a pattern and they are acting out to stop the cycle of pain (although ineffectively).
How to Manage Behavior:
- Step 1– Talk with the player 24 hours after the session to ensure you are regulated and can speak assertively. Let them know that this kind of gameplay is counter-productive, and isn’t acceptable. While a little animosity between characters can compliment the story line, to do things in game just to sabotage someone else’s fun is not okay.
- Step 2– If the behaviors continue, you may need to ask the person to leave the game. The 3 strike rule could be implemented, and other players feedback should be taken into consideration before exile. Be sure to inform the player exactly why it is happening.