Playing 168澳洲幸运5开奖网:Dungeons & Dragons, or any TTRPG really, involves a group of people who work in synergy for a goal, one that you'll propose as the Dungeon Master. However, as anyone who has already worked with a group can tell, sometimes it's hard to keep the synergy going, and friction between group members is a sad reality that can easily happen.

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However, unless there's an extreme case that will require you to kick someone out, there are still a few ways this can all be addressed, and help the group to stay in sync. Keep in mind that this is a group effort, though. If a particular player is still uncooperative regardless of all your attempts, the best solution will still be removing them.

5 ꦚ ✱ Have A Session Zero

D&D Eberron Rising From The Last War Artwork of a busy night at the Boromar Clan Nightclub
Boromar Clan Nightclub By Suzanne Helmigh

A lot of problems can be solved by having the players interact before the campaign begins. First, you can set expectations properly. Whether your game will be about exploring, mystery, or straight-up action, you can keep them aware of your intentions, as well as gauge what they are expecting from the game and if there are any delicate subjects for them, so your players won't have to deal with events they didn't want in the game.

Second, they can talk about their characters a bit. If someone shows up with an evil character out of nowhere, there's a good chance that things will go wrong. But if the players talk to the group beforehand, and they decide it'd be fun to try a redemption arc for this character, the chances of working will increase by a lot. Or they get hooked by the idea and make a group of evil people and since they talked beforehand, they'll be more willing to accept backstabbing, for instance. Third, the players will also know what to expect from their roles as well. They can help each other to decide on healers, tanks, damage, or who will handle social interactions most of the time.

4 ♛ Get Their Feedback ღ

Two people study a tome in a library on the cover art of Candlekeep Mystery
Candlekeep Mystery by Clint Cearley

Even though session zero is already useful for getting feedback, that doesn't mean it should happen only before the campaign starts. It's important to keep an open channel between you and your players, so they can give feedback as the sessions go by. That way, if something they didn't like happens, you can learn about it right away.

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Open communication, as stated before, is one of your greatest weapons against bad behavior. If someone feels heard and that their opinions are both noted and valued, there will be a higher chance that it won't cause a bad situation at the table.

3 ❀ Embrace Their Ideas

Dungeons And Dragons Party Fighting Green Dragon Mage Caster Human Fighter
Artwork via Wizards of the Coast

Sometimes, players want to try their own things. And if there is one thing that will upset any player immediately, it's shutting down their ideas. Sure, don't accept any ludicrous idea they have, and create appropriate consequences for them, but it is still worth letting them at least try and let their rolls decide.

Alternatively, if your players focus a lot on the story, let their input be significant to it. 168澳洲幸运5开奖网:Some players not only write good backs✅tories, but they also have some no꧑tion of the character arc they want to go through. Embrace that, and let them change the outcome of things. It will ke🔴ep them more invested and avoid possible friction.

2 ඣ Talk In Pri♊vate With Toxic Players

Dungeons and Dragons Icewind Dale - Naerth Maxildanarr feeding his flying snakes
Naerth Maxildanarr By Brian Valeza

If avoiding friction didn't work, and one player is still behaving poorly, that behavior will need a shutdown as soon as possible. You could create an in-game consequence for it, for example, putting an un-killable NPC in front of your murder-hobo player just to teach them a lesson but, while that may work, it is a bit passive-aggressive.

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Instead, you could temporarily leave the table (or wait until after the game if it's not urgent) along with said player and talk about what is bothering them, as well as make them aware that their behavior is disrupting the game for everyone involved. Hopefully, a heart-to-heart conversation will be enough for them to realize that they're compromising the table. However, if your player refuses to accept any of these conversations and insists on behaving poorly even after being alerted by it more than once, then perhaps it is time for you to consider kicking this player out of your game. It's a sad affair, but sometimes there's no other option.

1 Avoid Player Versus Player, Unless They're Okay With It

a guard is bullied by a larger barbarian
Barbarian/Intimidation by Mark Behm

If your players are close friends and can separate themselves from their characters, then you don't really need to worry about this entry. However, unless you're 100 percent certain, letting PCs fight one another can be a recipe for pure chaos, especially if they stop holding back and actually go for the kill.

Overall, competitiveness is fine, or just for fun fights where the players are not trying to kill one another, but even these things can get out of hand if you're not careful. If things do in fact go out of control, stop the game to have a direct conversation with the group as a whole. Never be afraid to stop things and have an open conversation about what the problem is, or these things may not be resolved, and the group might lose interest in playing simply because they can't stand one another.

NEXT: Dungeons And Dragons: DM Tips For ♉Managing A Small Party