this post was submitted on 21 Aug 2023
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Sheesh, that reminds me of a D&D group I had. One guy started arguing about crap. For example: Group got injured, got brought to safety in town, I described how each group member woke up and asked each one what they want to do in the morning. The problem player complained he should have woken up before the other guy, because he has higher initiative. I didn't go along with it and said nah, your character got knocked out in the last fight, it only makes sense you get up later.
He kept arguing and arguing and arguing and derailing the entire session. And then brought up "Never wrestle with a pig. You both get dirty and the pig likes it". So pretty much admitting he's just arguing for the sake of it at that point. Ended the session there, half the group wanted to kick him out, the other half (as they were friends) wanted to give him a second chance. I did the latter and regretted it in the next session, that's where the campaign ended.
Honestly in a way that kind of thing kind of ruins any chance of trusting the guy, mostly bc you can't trust him not to completely nuke the campaign bc he's being an utter dick (which by the sound of it he totally did). The first time someone starts shit for fun, how do you know they won't do it again every other time you hang out with them? Now you just have to assume they're a bitter and immature enough person to always think that it's fun to shit on everyone else's day.
Exactly. And this was for a super super unimportant detail in a campaign. Like which character wakes up first? Holy shit, who cares? Imagine coming to a critical decision, which character dies? Or something goes wrong (like an important roll). That kind of player would derail everything at that point if they already argue for over an hour over bullshit.
I just wanted the guy out, but it was on Roll20 (4 players total, one friend of mine, 3 other online players which were friends), even his friends told him it's annoying, stop it. But they still wanted to give him another chance (and me kicking him straight out would have killed the campaign either way then). Such a waste of time.
On top of that: The moment a player keeps second guessing the DM, like starting to argue about decisions outside the roleplay, you're already doomed. Because one dumb thing gets brought up and that leads into another player chiming up "Npc A doing this also didn't make that much sense.." and then the entire campaign gets dissected.
That Guys, especially when they have misguided friends backing them up, are the death of campaigns.