I have a question for my fellow ttrpg runners/ maestros/ gms/dms etc.
I'm currently running two games, and in each, I have a challenging player. And they're challenging in different ways. And I'd love some advice, tips, support on how to handle these situations...
Game 1: I have majority brand new to DnD, just enjoying themselves having silly fun plus one experienced all the way back to 3rd edition player who is also a little dominating at the table. They also objected loudly and at length when I said no evil characters (it's fun for some tables I'm sure, but I've never seen inter-party fighting go well, and the 'I was evil all along and have betrayed you all' is only fun for that one player. Everyone else got betrayed). Anyway! Despite/because they are the most experienced player they are also the one that sees where the plot is wanting to go and will pull the other players in the complete opposite direction. I find them challenging because they frequently over-rule what other players want to do, and then make it difficult to progress the 'story'.
At one point, I had to stop the game and say "hey, if you want to do a free-wheeling thing where you steal a ship and just fight monsters, I am down for it. You just tell me that that is what you want to do, and what some monsters you would find cool to fight are." And I meant that quite genuinely, because at that point I could toss the module aside and just do goofy fun with them. So long as that's what they all wanted. But they wanted to stick to the story, but then the challenging player felt like they were combatative with me for the rest of the game and it was an absolute fun-sucker for me.
Game 2: This group are majority seasoned 5e players, and excellent role-players. They are in many ways the dream group. My challenging player is the one who is trying to play me, the DM, rather than engage with the story. I have caught them multiple times now manipulating other players, to get them to ask me lore questions out of game. In one out-of-game hang out, they let slip that they (challenging player) and another had a plan to trick some info out of me, and when I tell you I sighed so loudly and had to say there and then "please don't do that, it's exhausting for me". (And it's not the first time I've had to whip that phrase out).
In some ways, it's meant that I have set some firm boundaries. And I have to repeat them firmly and often.
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- Only stuff that happens 'on screen' is canon. ie., there's no point in asking me to make GM decisions outside of game, because they won't be 'true'.
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- I do not make GM decisions/ story decisions outside of the game. When I get asked this information (and despite these boundaries I still do), I just reply with "we'll find out if/when your character investigates/asks that in game."
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- I will not get drawn into written RP, full stop, ever. for this campaign.
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- And most sadly for me at least, I leave decompression time early. Normally after a session I'd hang back and chat with folks until everyone's back to an even emotional state. And now I tend to leave after about half an hour, regardless of how folks are doing. (I'll still communicate 1-2-1 with any player that seems really affected). Because on a number of occassions the challenging player has asked a lot of pointed questions and when I've rebuffed them they've said they were hoping I'd slip up and share secret info.
I want to assume that this is all in jest or playfulness, but it is genuinely exhausting and it means that I can't engage with them wholly as a friend whilst this campaign is going because they're treating me like a puzzle to crack. And it sucks.
TLDR: Please tell me about your challenging players, and how you have worked with them to bring them more in line?
