[RPG] How to deal with a player whose character wanders off for no reason

gm-techniquesproblem-players

I'm a new DM looking for advice on a potentially(?) problematic player.

One of the players in our group consistently has their character run off. She sees herself as "the wild card" and likes to break off from the focus of the rest of the party. She even seems to enjoy when the other players become exasperated or frustrated with her. Occasionally this leads to fun or interesting scenarios, but it just as often leads to other players becoming frustrated or derailing the entire party to wander through the forest for half an hour with no particular reason or goal.

An example:

The party is traveling in the back of a wagon through a forest. The player in question is playing a druid character. She likes to roleplay the druid as being feral and animalistic, so she asks if she can smell anything interesting. I told her "You mostly smell the contents of the wagon, rations, etc. Outside is the smell of moist earth, trees, and fungus/rot."

Her immediate reaction is to jump out of the cart and run into the forest towards the rotting smell. The other party members have to go into the forest after her. This is one of the main problems they have. Because this player runs off, she becomes the de facto leader of the party. The other players only have the options of either:

  • Follow along.

  • Let her run off and end up splitting up the party.

After it was clear she wasn't going to turn back, I resolved the problem, and this worked fine for this scenario, but I don't really want to have to keep hedging players in by putting monsters and ambushes to the sides of the path. I want to let players be creative and explore.

If the whole party could agree it would be fine, but it seems to be mostly one character derailing everyone else. Then I have to come up with some scenario that puts her back on track with everyone else.

Best Answer

As is always the case... Step 1 would be to talk to your problem player outside of the game, express that this is a problem, and try to work out a solution between the two of you.

However, if this does not work, you have to move on to other methods.

Part of the problem you are running into is that you are actually rewarding the player for running off and derailing the group. The player ran off to go see what the smell was, and you rewarded the player for doing this by giving her something to chase, then setting off an ambush and tying it into the main plot. In all, it made it feel like her running off was something good. They got XP, they got something tied to the plot (they don't know you weren't planning that unless you told them), and nothing particularly bad happened.

Thus, the best way to discourage a player from randomly running off is to make randomly running off have the exact same outcome it would realistically have. You find nothing. You end up a few miles into the woods. Lost. Nothing exciting happens. Because you're in the middle of an ordinary forest. Now you have to find your way back out of the woods, and the wagon you were riding on didn't stick around to wait for you. And, very possibly, your provisions got left on the wagon.

In short: If you want to discourage a player from doing things...make sure nothing fun happens when they do the thing you are trying to discourage. Be realistic about it, give summaries of what they did and how long it took, then move on to dealing with realistic consequences caused by them doing something ridiculous. This works much better than making 'bad things' happen when they disobey....because 'bad things' still dispense XP and the potential of loot.

Again, talk to them first...try to handle it in a reasonable manner. Tell them that their random derailing of the group is bothering the other players. That's always the preferred solution.