mtfiercewrites "How to best redirect a subgroup of players who are going off to deliberately break your adventure?"
This is a hard one for me to answer because even when I was playing traditional games I was always flying off the cuff. years before I heard the term sandbox I was doing just that and more, just reacting and creating by the seat of my pants. I
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The only logical and measured response is to fire these people out of a canon into the sun.
Mind you, as a GM I tend to run open-ended games where the players can take the plot in any number of directions. That's just the style I prefer. However, if it has been made clear the game is about X, and we're going in Z direction, either get with the program or gtfo. I'm not sure how else to interpret sticking around to break the adventure as anything other than passive-aggressive fun-shitting, but I admit I'm biased.
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You're running a game. You've given the players the chance to make characters they like. They're playing. All of a sudden a player decides his personal adventure is more important than anyone else's, and he recruits someone else in the group to make trouble for everyone else's adventure, splitting the party in a barely-supportable fashion.
Can I have permission to break one of his fingers? Just a little one - he won't need it that much, right?
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So, i don't think your advice was ham-fisted at all. Free-form, any-direction-you-want, plot-luck style gaming still has conventions with toes that can be stepped on. Discussion and communication and honesty are the only ways to avoid this clash.
What i'd like to know now is the question that's been killing me...
How do you fix a dysfunctional group?
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