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The Usurper      by TheYodan1


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