GMs–what’s the most important part of your game? It’s your players. Without your players, you don’t have a game. Yet, it’s your players that often cause you the most grief.
Have you ever had players who
We all have. It’s hard to know how to deal with difficult players. But you don’t have to go it alone. The GM’s Field Guide to Players can help.
This 54-page PDF covers:
In addition, when you purchase The GM’s Field Guide to Players, you get two bonuses:
The regular price is $7, but from now until October 31, 2012, you can get it for $6.
The book features cover art by artist NJ Huff (check out her website, she’s got some great stuff). I’m absolutely thrilled with the image she created and will be asking her to redo the cover of The Adventure Creation Handbook when I get around to updating it in the next month or so.
It’s sixty a 60-page PDF and covers
As always, I’m including two freebies when you purchase this book. They are
The GM’s Field Guide to Players will be available starting Sunday, September 23, 2012 and will sell for $7. It will be available from my website and from Drive-Thru RPG and RPGNow. At the same time, I’ll be selling my previous book, The Adventure Creation Handbook for $3.50 — half off its normal price. That half-off deal will only be available from my own website.
This sub-class of the Mechanic finds great joy in being the “go-to” guy. He’s probably memorized half (if not all) the books the group uses, and then some. While some Rules Lawyers have a strong emotional stake in being right all the time, many more of them just like being helpful. They often see themselves as much a game resource as the books they’ve memorized. Why should the GM have to spend 20 minutes page-flipping to find the special-case rule? Just ask the local Rules Lawyer: he’ll have the answer for you in less than a minute. If he doesn’t know the answer off the top of his head, he knows exactly where to find it.
This player is walking rulebook. Use that information to your advantage. Don’t be afraid to ask the Rules-Lawyer about a rule you may be unsure of. Like all of us, Rules Lawyers need to feel needed. They also make great mentors to players trying to learn the ins-and-outs of a new system.
The rulebook is the law of the land to a Rules Lawyer. He will argue incessantly with the GM over a rule change. A GM who has a Rules-Lawyer in the group will need to make it clear that she, not the rulebooks, is the ultimate authority of her game. If the GM views the rules as guidelines, rather than holy commandments, she needs to make that clear to the rules-Lawyer before the first game session (and often repeatedly throughout the campaign).
Rules Lawyers can also get bogged down in obscure modifiers and rare special cases. They may need reminding that you don’t need to use everything in the system, just because it’s printed in the book. (Unless you want to, in which case you’ll find the Rules Lawyer an even more valuable resource).
(I did this frequently with a player in one campaign I ran. I’d write out in words what I wanted the character to be like, pass her to my resident Mechanic and he’d figure out all her stats, powers, and special abilities. I’d then make some changes to what he did to keep mystery involved. Balancing mechanics isn’t my strong suit, so I sought out players who are. It saved me a lot of time and I ended up with more mechanically-sound NPCs than I would’ve if I’d done it all myself.)
Rules Lawyers tend to have a difficult time with the concept of in-character/out-of-character. Like the Power Gamer, most characters create by Rules Lawyers tend to be primarily collections of stats and powers, rather than a fully-developed personae. Just accept that you’re dealing with a vicarious player and don’t try to force them to develop acting ability.
(This is an excerpt from my upcoming book The GM’s Field Guide to Players. The book goes into much more detail about a variety of player types and suggestions on how to work with them during a game. It’s tentatively scheduled for release in late November of this year).