Hi folks, looking for some advice navigating a tricky situation. We have a new playgroup on the second module of our first campaign together. The DM and most of the players are first-timers, but there is one player who is more experienced and highly knowledgeable. This player gets a little bored by the slower, simpler pacing the newer players take, and will occasionally act out in disruptive ways like attacking NPCs and intentionally causing problems to make things more interesting. I am wondering if you all have any ideas about ways the DM can spice things up for this player and make it more engaging without overwhelming the other players or derailing the quest objectives.
It's a bit tricky because we want to avoid directly punishing the acting out to constrain them, but also avoid directly rewarding the acting out when it's truly disruptive. We still want the player to still have fun with their character and be able to do wacky things if they want. We're thinking along the lines of creating more complex/challenging encounters specifically for this player, spawning additional or more dangerous enemies for them to fight, presenting them with puzzles or mysteries to solve, etc. Any ideas on how to accomplish this are appreciated.
Make them the leader. The character that must engage and call upon their companions to leverage their skills.
That way they can keep things going in healthy directions and guide/teach the new players more about how to be a player in the game. Instead of spawning special encounters, just elect them party leader and ask them to guide play.
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Hi folks, looking for some advice navigating a tricky situation. We have a new playgroup on the second module of our first campaign together. The DM and most of the players are first-timers, but there is one player who is more experienced and highly knowledgeable. This player gets a little bored by the slower, simpler pacing the newer players take, and will occasionally act out in disruptive ways like attacking NPCs and intentionally causing problems to make things more interesting. I am wondering if you all have any ideas about ways the DM can spice things up for this player and make it more engaging without overwhelming the other players or derailing the quest objectives.
It's a bit tricky because we want to avoid directly punishing the acting out to constrain them, but also avoid directly rewarding the acting out when it's truly disruptive. We still want the player to still have fun with their character and be able to do wacky things if they want. We're thinking along the lines of creating more complex/challenging encounters specifically for this player, spawning additional or more dangerous enemies for them to fight, presenting them with puzzles or mysteries to solve, etc. Any ideas on how to accomplish this are appreciated.
Thank you!
Make them the leader. The character that must engage and call upon their companions to leverage their skills.
That way they can keep things going in healthy directions and guide/teach the new players more about how to be a player in the game. Instead of spawning special encounters, just elect them party leader and ask them to guide play.