[RPG] How to handle a PC that likes to “push the envelope” without resorting to OOC conversations

gm-techniquesproblem-players

I am currently looking at starting up a pathfinder campaign with a group of friends I play with, wherein I will be attempting to GM. Having played with this group for a while I have gotten to know their personalities and how they are inclined to roleplay. One of my fellow RPGrs is very well-known in our band as the one who really likes to push the envelope and see just how far the universe stretches in any given way. For example: in one our campaigns he got irritated with the lack of diamonds found in the capital city of the human nation, and so he decided to immediately travel to another nation entirely (which consequently ruined our current DM's months of planning).

I've tried looking around for help in case this kind of behavior blooms in the new campaign, but I haven't really found anything outside of talking to them out of game and asking them to work with you as the GM.

Does anyone have any ideas for how, in game, I can encourage the PC to go with the narrative flow in a way that doesn't shut them down (like having one of the resident gods give them a "do this or else" scenario)?

I'm looking for in-game methods of working with his behavior because we have tried talking to him and nothing really changed, so I'm looking for a way to get him to be a bit less out of bounds by making it more fun to follow along.

Best Answer

One of the ways to deal with the boundaries of a universe without technically railroading a player is to allow them to go outside of those boundaries as long as they understand it will take you a substantial amount of real-world time to prepare that content.

For example, if the player wants their character to go to another nation for reasons that were not already set up in your plans, then allow them to go to another nation, but their character will simply be absent from the game for one or two real-world weeks while you prep all the content that you were not prepared for and continue to run the game locally with the content you had prepared. In addition, when you do prepare the new content, it could be handled in a one-on-one session with the player while the other players who want to follow the narrative continue to play during your main session time. This works especially well if the rest of the party intends to stay local.

This sends the message that you're willing to work with the player and their desires but that there are logistical concerns on your part that they must appreciate if they wish to play in your setting.

Without knowing the dynamic of your group or this particular player, I don't know if the player is trying to provoke you or simply does not realize that his actions pose an inconvenience. If it is the latter, this or a similar solution should probably convey your perspective without any need for you to be combative or to railroad him. If it is the former, and he is just trying to push your buttons, then this solution amounts to an implied ultimatum: you will go along with his provocations, and in return he will be put in a de facto time-out.

In general this can work with groups of players that cannot get their characters to latch onto your narrative hooks and form a cohesive team. If people want their characters to split off, then they are welcome to do so, but that does not mean that you are able to focus on them all at once.

My answer specifically avoids creating any in-world rationale to try to curb the player's conduct. I'm suggesting that the best policy is honesty about the impact their conduct has on your job as the DM. You are essentially the editor and director of an epic miniseries written collaboratively by you and the players. Your player wants to force you to change the dramatic focus, to point the camera at him when it would ruin the pacing and plot you have storyboarded. Perhaps in the world you are creating together their character does have that agency to go wherever they want whenever they want, but that doesn't mean your camera is obligated to follow them immediately. In fact, you can choose to simply have the vagrant character's actions be conducted entirely off camera or as a brief spin-off that runs concurrently with the miniseries in a different and less popular time slot.