[RPG] How to deal with players breaking the game mood by overplaying their characters

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Imagine, that you are trying to create a dark and scary situation: haunted mansion, spooky forest, ancient crypt… There is something out there that definitely is malevolent and players are entering into its lair. Finally this culminates into scene where they meet the enemy – make it a ghost, Nexus Crawler or Great Old One when… one player just simply breaks the mood. This can be divided into few categories:

  • Kender/Malkavian/Ragabash syndrome: "It has blood dripping from its fangs? I'll throw a cake at it!". Yeah, it is funny and to a degree it can be expected from such character, but it can also absolutely devastate the whole horror theme…

  • The Rationalist (aka "X-Files Scully") – "No, its not a ghost, ghosts doesn't exist, it must be a hallucination". One such doubter can be fun in a group, especially if he can play it right (especially when his believes have to be confronted with reality), but where are more of them… And in the end there can be only one solution to "I'll just turn around – after all there is nothing behind me, right?"

  • Mannierist – It can be i.e. a tinker gnome from Dragonlance or Son of Ether pretending to be Mr. Spock. First one will be trying (and of course failing) to solve EVERYTHING (from unlocking the door to fighting a dragon) using machinery that will obviously fail, second one will be constantly using Start Trek references (i.e. calling Technocracy agents "Borg")… Again, it can be good in small amount but in the longer run…

I had such players and I feel really bad by punishing them for good intentions by killing their characters and asking for "cutting down" their character behavior turns them into sulking "I have no fun here" player. – What is the better way than simple saying "Quit doing that! "that will help me dealing with such players?

Best Answer

If your players are playing their characters then you are a really lucky GM, and you should be proud of them.

But yeah, I understand. We've spent ages preparing an encounter for the group. We've gone over all their possible approaches dozens of times and put stuff to gently railroad them into the right places to cover every eventuality. And yet still, the group will never, ever stick to our mental script of the encounter.

The Malkavian, completely in character, throws a cake at our Seriously Badass Evil Villain. That wasn't in our mental script! Aaagh! Tell him off!

No. The player has just thrown us a bone, the ability to build on the actions of the character while at the same time showing the personality of our villain. We're a lucky GM indeed.

How does our villain react?

  • Does he unflinchingly ignore the missile as beneath him, and let it bounce off and roll away unheeded, perhaps casually dabbing at the cream with a lace kerchief as he berates the party?
  • Does the cake just dissipate into nothingness as it flies towards him?
  • Does he block it effortlessly with his staff?
  • Does one of his minions catch it from the air, crush it, and fling it contemptuously to one side?

The contempt the villain shows, the way the humor of the situation falls completely flat and unnoticed by him, will only build the villain's stature in the eyes of a player.

(If you know that you have a habitually-cake-throwing character, then you can prepare for it in advance! Instead of "that wasn't in my mental script!" you have the advantage, and can have a response lined up ready! I'd discourage too many OP disintegrations, though: most lower-levels would just wipe it off and say something like "Freaking Malks!". Only a fellow Malk would be amused or distracted by it... and THAT encounter would be a delight to play! "Oh my! Beetroot? Delicious! You MUST give me the recipe! Torturers! Take this one to the dungeon kitchens: I will have his secret!")

As GMs, it's not about us: it's about the players' characters, and about the players' fun. If they're having fun, great. If we're upset because our carefully-crafted atmosphere got ruined, then that's sad... but also just plain wrong-headed.

If we let the players have those characters, and then we place them in a setting in which they cannot both play those characters, and still have fun... then we messed up somewhere. Where?

  1. We let some players into our group who are just so mean and ill-spirited that they are out to ruin the game for everyone. Solution: let them back out again.
  2. We're just not doing our atmosphere-building well enough, so our sense of atmosphere is destroyed by nothing more than a flung cupcake. Solution: Ask whether our villain would let his thunder be stolen by a Malk cupcake? Yes? Then that's fine. No? Then get in his head and role-play him!
  3. We are caring too much about setting and atmosphere. We want, perhaps, the players to be hanging on our every word, instead of having fun. Solution: accept that if the players are having fun, we're already winning at being a GM! Even if they aren't enjoying themselves as we had planned!
  4. We let the players have the wrong characters for our campaign. Solution: apologize to them, explain what the campaign's about, and ask them to re-roll.
  5. We have created the wrong setting for this encounter, given the party and the players. Solution: play it through, learn from it, and change the setting for future encounters to work better with the party dynamic.