No
matter how stringent you are as you run your campaign, during play
disagreements can arise pitting player(s) against their referee. Most
individuals know that the ‘Teamwork’ needed to enable a good session
means that disagreement must be quickly and directly addressed. The
world of the adventurers is instantly frozen in time. Valid arguments
and their hopefully fair solutions must be quickly, almost unemotionally
aired from both sides with a single goal: too elicit a change in the
world created by the dungeon master. Once this period of discussion
is completed, a decision might be made. By the referee. One which
might permanently alter the face of all future adventuring in his
reality. Then and only then, does all life on the world exit this
unnatural stasis, with the adventurers unaware of the pause.
In many cases, AD&D cannot be a democracy. The rules governing our
alternate worlds have greatest effect when they are adjudicated from
a single source, no mater how much relevant outside influence is allowed
by the Dungeon master (DM). We play with some highly intelligent,
independent people who excel in imagination. But because of the unique
creativity spawned by role playing games, maverick gamers welding
sophistry are all too common place. Many DM’s have had at least one
player who was hard to keep focused and play suffered. The ’Dungeon
Master’s Guild’ has covered this discussion before. After numerous
failed attempts to bring a digruntled player (hereafter referred to
as the usurper) back into the storyline, the anger and frustration
begin to effect even the DM’s play. When an integral player suddenly
goes ‘bad’, you are offered the options to either eject the usurper
(temporarily or long term) or create a new solution. Please consider
this.
On occasion, a player can suddenly become your greatest adversary.
Any member of your group might fit into this category at one time
or another, and some good misunderstandings can often lead to better
play in the future. Unfortunately, the usurpers simply wants things
her/his way every time out. If they are a long-time player you might
be unwilling to expel the member even when they are a burden. However,
for every DM with a usurper dragging his heals through a run, be assured
that there are a greater number of players whose enmity has been stirred.
The usurper is not you’re only player.
When direct pressure on the usurper has little effect, often the other
players feel it acutely. They are all members of a team, and have
hopefully worked to perfect the cohesion. I see this bond as the major
reason why your players tend not to intercede when conflicts over
rulings arise. Individual objection against the usurper is often withheld
for reasons ranging from fear to the simple courtesy of not adding
more conflict into a campaign. Though it might seem as if you receive
little help with the usurper, take heart.
Most of the other players would be more than happy to enter into some
agreement with you (the DM) or other members of the party in order
to be of assistance ending the conflict (or habitual objection). But
if the DM is unwilling to buckle under to pressure from the usurper,
will making special ‘Deals’ with subsequent players be seen as coping
out? In some way letting the usurper reek havoc? No, one of our jobs
dungeon mastering is to involve all players so as to empower them
to mold the worlds we offer them. Having some outlet to quell the
parties usurper will not only let you see how much support you have
but lets the other members participate in using peer pressure to create
a better team.
But if endless compromising with the usurper make you feel eligible
for arrest under prostitution charges? Find out what the players want
if you don’t already know. Offer this to them in trade for their support
in quelling the usurper, offer a visit to some nearby swami, where
information to their advantage might be exchanged, whatever (within
reason) they want. Do the players want to somehow get even, or one
up with the usurper? The player-character of your part-time nemesis
must sleep sometime. Remember, as the DM you indirectly run the thieves
and the assassins guilds. I feel a bounty being offered to exact penance,
and an increase in gold crowns and headhunters with many objections
in the usurper’s future. Let’s talk experience points and extra credit
projects your allied players might have. Frankly, the prize might
be no more than a stable play environment. The limits of your own
imagination hold your succor or, when in doubt ask a friend.
If you find a new member of your gaming group seems to be a potential
usurper, my advice is to give them the axe (sorry). But, if the usurper
turns out to be a long-time member in good standing, I am more likely
to suggest rehabilitation, perhaps a further search for root cause
if that is still unknown. When in doubt let your other player’s help
you decide.
As always, keep fostering wonder.
Good luck.
Patrick/TheYodan1