I have a few problem players in my group, two murderhobos and a player who constantly talks over the game and is only there to hang out. My problem is that I want to kick these people, but I’m not sure how to go about it in a way that wouldn’t result in even more problems for the group.
How have you all dealt with similar situations?
Sorry in advance for any spelling or grammatical errors, I am typing this on my phone.
Talk to them privately. Tell them your problems with their behavior, and explain why that kind of thing is detrimental to group dynamics. Be prepared to give them another chance, if they agree to change. If you’ve already warned them, disregard that. Either way, a private conversation with each is best.
If you are really concerned, you can stop the game you are running. Say you weren't enjoying running it and so couldn't justify the time. That is all the explanation a DM needs. Then start up a new game and only invite players you want to play with.
It's not the best option as you are not giving the problem players a chance to change or grow, but it is still an option. You don't *owe* anyone D&D.
Tell everybody else other than the problem players that you are changing the game’s start time and day. For instance move it from a Tuesday to a Wednesday.
Tell the problem players that the game is cancelled and you are done DMing.
If they find out, who cares. They disrespect you, and you returned the favor. Big deal.
Tell them directly in private, maybe over email if needed, but tell them. Doing the game is ending then re-forming with only part of the group is passive aggressive, which is not a good choice. Be the better person and be honest with them. Then talk with the remaining players nd tell them what happened, and that you're not upset with them and have no plans to kick them anytime soon, so they don't get antsy, too. And then probably ask if they have ay friends who want to play since you'll have some empty seats now.
I've had conversations with them. Two of them just kinda brushed it off, the other one refuses to listen.
In that case, I would strait up have a private conversation with each of them separately and say:
“Look, I told you there were issues with your behavior during sessions. You have either refused to listen or refused to take the matter seriously. Ether way, you have not adjusted your behavior. At this point, you have left me no other choice. I’m sorry to have to inform you that you are no longer welcome at my table. I hope you can find a seat at another table that’s a better fit for your preferred play style.”
Because it is your table. The campaign is shared, but it’s for them. The table is yours. The DM is the one who has to do all of the work to make it go. The other players all combined don’t do as much work for the campaign as the DM. Note, I said “other players” because the DM is a player too, just with a different role than the others. If you’re not having fun, why bother?
But don’t do that fake ass ending the campaign (but not really) 🐴💩, that’s just as much a wangrod move as the stuff they’re doing. Two wangrod don’t make a non-wangrod. Ovarie-up and just be honest with them, your integrity is worth it.
If you are really concerned, you can stop the game you are running. Say you weren't enjoying running it and so couldn't justify the time. That is all the explanation a DM needs. Then start up a new game and only invite players you want to play with.
It's not the best option as you are not giving the problem players a chance to change or grow, but it is still an option. You don't *owe* anyone D&D.
Actually it is the best option, considering it is the only option. So by default it is the best option.
You can’t kick THREE problem players... THREE. And expect the game to survive or that to go over well in any way shape or form. The only option is the end the game and reboot without the problem players.
The only thing is OP needs to evaluate if it is worth whatever friendship they may or may not have with these players.... if they found out it could lead to hard feelings.
I've mentioned this on a separate thread, but here we go again.
A good DM caters to their players. But a great one knows where the line is drawn and can firmly say no.
I see three options personally.
A) Talk to the problem players in private (Again), and if they refuse to listen, respectfully show them the door.
B) Talk to all of the players as a group. Talk about why you're here, and what kind of game was intended.
C) Close down the game. If the players refuse to change their behavior or be shown the door, shut it down. As the DM, you do have the ultimate authority.
Remember, as a DM, it is your authority and obligation to ensure the enjoyment of the game for everyone, even if it means removing a player from the table.
Honestly just rip off the leeches. Kick the players out if you want to get it done painlessly and quickly. If they say a mean comment, just take it
Instead, maybe give the people who brushed it off 1session to change but tell them they have to change or get removed. Kick the guy who refuses to listen out of the game. Period. use his removal to show the other two that they need to act better.
Or if you really don't want to talk to them, as said by another comment, just tell the bad players you're done DMing so they leave, but tell your good players to keep on playing and that you're just doing it to get the bad players removed. You don't even need to change the time of the game, because the ones you wanted to leave won't even realize. And one day if they do realize, you can just tell them that you didn't want them in the game. They disrespected you, so they can't play.
I agree that if they prevent the game being fun for you and refuse to change yu should not play with them however losing 3 players in a campaign is a big issue. How many are you left with and do you have the potential to bring others in, How far has the campaign got?
I would talk to the rest of the group, explain what happened and decide between you how to progress. You might be able to continue for example you say the party had a near tpk with 3 pcs dying and the rest return to their sponsor who can possibly hire some experienced adventurers (new players). You could also start a new campaign in the same world with a new group of adventurers being recruited / banding together with similar aims to the original party, starting at an appropriate level , this would mean you can use the same campaign book / created world. Alternativly you could start something completely new.
Now that you have spoken with them and asked them to change what they're doing, I would consider it rude to not give them that last chance.
I doubt the one who refused to listen will change, but the two who brushed it off might have gone away and considered your points and resolved to change - it might be their pride doesn't let them admit it.
One more session after you've spoken with them, and if they haven't changed, respectfully tell them that they are off the table. This might prompt them to plead with you for another chance, which you'll have to consider for yourself. But don't give them more than one "just one more chance"s.
A lot of good advice here. Players who don't care about being disruptive aren't any fun and should be dealt with by one of the methods others have mentioned above.
But I'm curious as to what you consider to be a murderhobo. A big part of the game is killing things and taking their stuff.
Are they hogging the spotlight while killing the big bad and his minions, or are they killing the shop keeper because they couldn't negotiate a good price on supplies?
I'm asking because those two scenarios requires two different conversations. If it's the former, ask them to give the other players a chance to shine in combat. Explain that it's a group effort.
If it's the latter, either show them the door, or make sure they experience in-game consequences - For example - "The town guards drags you away from the scene of the crime, and the local judge sentences you to life in prison". "Oh well, I guess you'll have to roll up a new character..."
I have a few problem players in my group, two murderhobos and a player who constantly talks over the game and is only there to hang out. My problem is that I want to kick these people, but I’m not sure how to go about it in a way that wouldn’t result in even more problems for the group.
As others have already suggested...
If you remove these three problem players, how many players will remain in your game?
I have a few problem players in my group, two murderhobos and a player who constantly talks over the game and is only there to hang out. My problem is that I want to kick these people, but I’m not sure how to go about it in a way that wouldn’t result in even more problems for the group.
How have you all dealt with similar situations?
Sorry in advance for any spelling or grammatical errors, I am typing this on my phone.
Talk to them privately. Tell them your problems with their behavior, and explain why that kind of thing is detrimental to group dynamics. Be prepared to give them another chance, if they agree to change. If you’ve already warned them, disregard that. Either way, a private conversation with each is best.
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If you are really concerned, you can stop the game you are running. Say you weren't enjoying running it and so couldn't justify the time. That is all the explanation a DM needs. Then start up a new game and only invite players you want to play with.
It's not the best option as you are not giving the problem players a chance to change or grow, but it is still an option. You don't *owe* anyone D&D.
That could work, I might try that, thank you.
I've had conversations with them. Two of them just kinda brushed it off, the other one refuses to listen.
Tell everybody else other than the problem players that you are changing the game’s start time and day. For instance move it from a Tuesday to a Wednesday.
Tell the problem players that the game is cancelled and you are done DMing.
If they find out, who cares. They disrespect you, and you returned the favor. Big deal.
Tell them directly in private, maybe over email if needed, but tell them. Doing the game is ending then re-forming with only part of the group is passive aggressive, which is not a good choice. Be the better person and be honest with them. Then talk with the remaining players nd tell them what happened, and that you're not upset with them and have no plans to kick them anytime soon, so they don't get antsy, too. And then probably ask if they have ay friends who want to play since you'll have some empty seats now.
In that case, I would strait up have a private conversation with each of them separately and say:
Because it is your table. The campaign is shared, but it’s for them. The table is yours. The DM is the one who has to do all of the work to make it go. The other players all combined don’t do as much work for the campaign as the DM. Note, I said “other players” because the DM is a player too, just with a different role than the others. If you’re not having fun, why bother?
But don’t do that fake ass ending the campaign (but not really) 🐴💩, that’s just as much a wangrod move as the stuff they’re doing. Two wangrod don’t make a non-wangrod. Ovarie-up and just be honest with them, your integrity is worth it.
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Actually it is the best option, considering it is the only option. So by default it is the best option.
You can’t kick THREE problem players... THREE. And expect the game to survive or that to go over well in any way shape or form. The only option is the end the game and reboot without the problem players.
The only thing is OP needs to evaluate if it is worth whatever friendship they may or may not have with these players.... if they found out it could lead to hard feelings.
I've mentioned this on a separate thread, but here we go again.
A good DM caters to their players. But a great one knows where the line is drawn and can firmly say no.
I see three options personally.
A) Talk to the problem players in private (Again), and if they refuse to listen, respectfully show them the door.
B) Talk to all of the players as a group. Talk about why you're here, and what kind of game was intended.
C) Close down the game. If the players refuse to change their behavior or be shown the door, shut it down. As the DM, you do have the ultimate authority.
Remember, as a DM, it is your authority and obligation to ensure the enjoyment of the game for everyone, even if it means removing a player from the table.
Honestly just rip off the leeches. Kick the players out if you want to get it done painlessly and quickly. If they say a mean comment, just take it
Instead, maybe give the people who brushed it off 1session to change but tell them they have to change or get removed. Kick the guy who refuses to listen out of the game. Period. use his removal to show the other two that they need to act better.
Or if you really don't want to talk to them, as said by another comment, just tell the bad players you're done DMing so they leave, but tell your good players to keep on playing and that you're just doing it to get the bad players removed. You don't even need to change the time of the game, because the ones you wanted to leave won't even realize. And one day if they do realize, you can just tell them that you didn't want them in the game. They disrespected you, so they can't play.
That's just my thoughts
I agree that if they prevent the game being fun for you and refuse to change yu should not play with them however losing 3 players in a campaign is a big issue. How many are you left with and do you have the potential to bring others in, How far has the campaign got?
I would talk to the rest of the group, explain what happened and decide between you how to progress. You might be able to continue for example you say the party had a near tpk with 3 pcs dying and the rest return to their sponsor who can possibly hire some experienced adventurers (new players). You could also start a new campaign in the same world with a new group of adventurers being recruited / banding together with similar aims to the original party, starting at an appropriate level , this would mean you can use the same campaign book / created world. Alternativly you could start something completely new.
Now that you have spoken with them and asked them to change what they're doing, I would consider it rude to not give them that last chance.
I doubt the one who refused to listen will change, but the two who brushed it off might have gone away and considered your points and resolved to change - it might be their pride doesn't let them admit it.
One more session after you've spoken with them, and if they haven't changed, respectfully tell them that they are off the table. This might prompt them to plead with you for another chance, which you'll have to consider for yourself. But don't give them more than one "just one more chance"s.
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A lot of good advice here. Players who don't care about being disruptive aren't any fun and should be dealt with by one of the methods others have mentioned above.
But I'm curious as to what you consider to be a murderhobo. A big part of the game is killing things and taking their stuff.
Are they hogging the spotlight while killing the big bad and his minions, or are they killing the shop keeper because they couldn't negotiate a good price on supplies?
I'm asking because those two scenarios requires two different conversations. If it's the former, ask them to give the other players a chance to shine in combat. Explain that it's a group effort.
If it's the latter, either show them the door, or make sure they experience in-game consequences - For example - "The town guards drags you away from the scene of the crime, and the local judge sentences you to life in prison". "Oh well, I guess you'll have to roll up a new character..."
As others have already suggested...
If you remove these three problem players, how many players will remain in your game?
I would be left with three.