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  • File : 1295934654.jpg-(94 KB, 750x325, lonewolf_detail.jpg)
    94 KB Anonymous 01/25/11(Tue)00:50 No.13649241  
    How do you deal with lone wolf characters/players.

    What I find with most of them is that they want to be antisocial.

    I find that archetypal to be the most problematic in a game because it generates the most tension between players especially a game with headstrong players.
    >> Shas'o R'myr !!J5+vjygjQuK 01/25/11(Tue)00:52 No.13649261
    Introduce them to Mr. Lictor.

    Worked in DnD and RT so far.
    >> Anonymous 01/25/11(Tue)00:53 No.13649277
    I rolled an antisocial pally once. He was willing to work with the group as long as they didn't try to be his friend.
    >> Anonymous 01/25/11(Tue)00:56 No.13649307
    I find the best way to deal with a character who's a lone wolf is to present a situation where they have too follow along with the rest of the party. For instance I had a Paladin character of my own who wouldn't normally work with a party like the one that I had encountered. So I made him have a cursed wound that he figured only one of the members of the party could fix, during that time he became invested in the goals of the party since they started to match his own goals, or at the very least completing the parties goals would help his own.
    >> Anonymous 01/25/11(Tue)01:07 No.13649435
         File1295935657.jpg-(54 KB, 800x591, practice__medieval_archer_dude(...).jpg)
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    I play what could be likened to an antisocial character in a 4e campaign that might still be running - a human archer with a cliched revenge story. Pic related - My character portrait I lifted from deviantart.

    But in reality, it works best for my playstyle. I am generally bad at roleplaying, but problem solving and combat are more my focus. Plus, with my imagined Scout/Sniper role and CHA score of 8, I couldn't imagine him being anything but a lone-wolf type.

    So far, there are have been no conflicts of interest, mostly because I meta the shit out of things and speak to my DM in advance - I know that it's not only in the party's, but the DM's best interest that I stick with the group.

    Luckily, my admittedly one-dimensional character is single-mindedly out to hunt down and eradicate every last cultist of Orcus, All my DM has to do is tie in some-such event with the potential to find cultists and I have more than enough excuse to keep with the party.

    Of course, if I ever have an issue with that and my character scampers off on his own, I can just as well retire it, as I always make a handy back-up character sheet should my PC die.

    Stonebeard Aleaxe the Dwarven Warden, whose hobbies include getting drunk, hunting for treasure, and killing shit.

    Creativity isn't really my strongsuit.
    >> Anonymous 01/25/11(Tue)01:15 No.13649501
    Honestly? The only way to deal with an unwanted lone wolf is to either scare them(scare them, don't punish them) into sticking with the group, or to have an OOC discussion with the player.

    Look, some of us get deep into playing characters. And sometimes our characters might not always want to tag along or might have external goals. This is part of the reason why established players tend to be really meta and all "WE MUST PLAY OUR CHARACTERS IN A MANNER MEANT TO WIN THE GAME", you know, the kind of shit where you're fighting doppelgangers and a party member dies, but you totally join up with some douchebag you found in a dungeon because "Hey, he's a PC", and lone-wolfism is a general new person type thing.

    It should not be frowned upon. It is a legitimate characterization method. And the least any GM can do is throw the lone wolf a bone, whether it be a red herring or not, to have him running back to the group going ZOMG GUYS LOOK WHAT I FOUND OUT!

    This worked spectacularly in Avis Noah, the first Evangelion game I played in, where my character, Luis, had extreme social issues and did not initially like the other pilots. While they went off socializing with fangirls and schoolmates, Luis went off and stole pizza crusts during lunch and sulked alone somewhere. The GM was nice enough to recognize that though this was frustrating, it was a play choice, and had the school council representative(I think that's what she was) come and speak to my character and relay a message to the others.

    It was really considerate of my GM, and it gave my character a reason to hang around the others in nonforced settings.
    >> Anonymous 01/25/11(Tue)02:05 No.13649955
    The most annoying lone wolfer I had was in a cyberpunk game.

    I had played with her a few time before but this was the shining example of how she managed to ostracized herself.

    She was one of our two solos and decided to go full meat sack (WTF you do that, maybe you want to try hardcore mode but this was her first game) lara croft clone. The game itself was us doing heist for hire group. Of note we did have extra people which did not help first was a drama queen who was playing out medic, and we also had two headstrong players. One was our other solo and our residential power gamer and the other was the lone wolfer boyfriend who was playing the corporate.

    As the game went from heist to heist, our duel wielding pistol meat sack was not up to pulling her weight when it came to planing out the missions she did not put in much and was terrible when she did. When it came to making a party decision she would usually pick the side opposite the team just to be different Out of Character she bitches and whine about how we did not take her serious, would not follow her plans and did not take any of her opinion.

    The game ended with the GM ragequite after a very long yelling match between out two solos and the fact he had to mcguffin his way out of our lone wolfer trying to sell out the team multiple times.
    >> Anonymous 01/25/11(Tue)02:07 No.13649986
    Let lone wolves die like lone wolves do. If they can survive, let them. But don't give them any comforts when they get cornered or cut off and no one helps them.
    >> Anonymous 01/25/11(Tue)02:29 No.13650205
    >>13649986

    But the sit there and whine about it.
    >> Anonymous 01/25/11(Tue)02:34 No.13650244
    >>13650205
    Let them whine and cry about it like spartan babies in the wilderness. When they are done crying and either quit or want to co-operate with others, you are done.

    Naturally, this method only works if you have an abundance of players, as the more butthurt ones tend to quit. If you have only a few players, I guess you are forced to endlessly throw personal reasons for the lone wolves to go into the same locations with the rest of the party.
    >> Anonymous 01/25/11(Tue)02:34 No.13650253
    >>13650205
    Then its time for them to learn that a) Actions have consequences in-game and b) If you want to play a game but not interact with real people, go buy a video game.

    PnP is a social game.
    >> Anonymous 01/25/11(Tue)02:38 No.13650296
    My dark heresy party right now.
    THREE FUCKING "Mysterious quiet lone wolf" types.
    Any time they're presented with any situation, they either attack or just give a knowing nod.
    >> Anonymous 01/25/11(Tue)03:03 No.13650528
    >>13649986
    >>13650244
    >>13650253

    Don't you think it's better just to give them a little nudge? Really, it's not so much effort to throw a red herring at them or give them a REAL clue that will send them hurtling back towards the main group.
    >> Anonymous 01/25/11(Tue)03:05 No.13650542
    >>13650296
    There's a reason for those.

    It's because having any other sort of character with any hooks whatsoever is an excuse for the GM to rape you.

    This is why PCs in ALL systems tend to be wandering, rootless murdermachines with no connections to anyone or anybody and enriched entirely through corpse robbery.
    >> Anonymous 01/25/11(Tue)03:48 No.13650936
    I leave them be.
    If they were made within the requirements I gave at the start of the game, and I approved the character, then I let them be as sulky or as stoic as they wish. Mind you, I don't waste game time on their solitary moments, other than (if campaign appropriate) a brief mention of Lone McWolf broods in the corner while the rest of you...
    No need to punish them, but I won't run solo adventurers for them while everyone else is at the table.
    >> Anonymous 01/25/11(Tue)07:13 No.13652167
    When my turn to GM came up I flat out refused to let him join in. He pitched a royal fit, claiming all sorts of bullshit against me. The guy just wasn't a team player. 3 campaigns, 3 exact copies of the same lone wolf (literally, he rolled a werewolf every time) woodsman/hunter who would ditch the group the first chance he got to go play solo adventure. Most of the time he would try to drag one of the female players' characters with him because he had a massive autism-nerd crush on her.

    We eventually convinced her to break all contact with the douche after he phoned her up in the middle of the night crying that he would kill himself if she didn't love him back. Poor girl is a bit of a woobie and a pushover, could never tell anyone no.

    He was a problem player period. Nobody was really sad to see him go.

    I've played my fair share of lone wolves. I'm fairly antisocial normally. But regardless of how much of a stoic loner badass you think you're going to be, you always stick with the group. Table Top games are after all a social thing.
    >> Anonymous 01/25/11(Tue)07:34 No.13652318
    Lone wolfs can work if both the DM and the player cooperate and metagame at least a BIT out of it.

    DM throw them a bone, some hook even if it's silly, and the player has to bite into it and tag along.

    I fucking hate it when players split from the party ALL the time. Might as well kick them from the group and do solo sessions during the week if you're not even going to be involved with the rest of the gaming table.

    I love sticking to character, but if your character is going to be dysfunctional to the party's chemistry and totally suck the fun out of everyone because the GM has to split the narrative to please the autist fuck so he can play his silent-type Mary Sue, then fuck you. Staying IC in such situation is a toxic behaviour that should not ever be encouraged, and frowned upon.
    >> Anonymous 01/25/11(Tue)07:41 No.13652361
    Lone wolfs can work if both the GM and the player cooperate and metagame at least a BIT out of it.

    GM throw them a bone, some hook even if it's silly, and the player has to bite into it and tag alon even if it's not what their character would 100% do.


    I fucking hate it when players split from the party ALL the time. Might as well kick them from the group and do solo sessions during the week if they're not even going to be involved with the rest of the gaming table.


    I love sticking to character, but if your character is going to be dysfunctional to the party's chemistry and totally suck the fun out of everyone because the GM has to split the narrative to please the autist fuck so he can play his silent-type Mary Sue, then fuck you. Staying IC in such situation is a toxic behaviour that should not ever be encouraged, and frowned upon.
    If you have 5 people total, and the lone wolf separates.

    Spend 40 minutes with the 4-people group, then 10 minutes back to the wolf. 40 to the group, then 10 to the wolf. If it doesn't piss him off (hey, you're giving each group a 10-minute/head time), then consult with the other players if they're okay with it. Just talk it out of the game.


    This is why I prefer my tables, even when I'm not GMing, to create their characters together and dislike when people have a set-in-stone background to play.
    I'd much rather have everyone discuss their ideas together and at least compromise a bit so the in-game cohesion doesn't become retarded. Like if we all had a party of paladins and a CE rogue wants to join, and then starts killing every NPC 'because random lolz'. That will not work, unless we all make it clear from the beginning that we'll not be taking it seriously and we're gonna do like in the Gamers movies, where the Paladins look away while the rogue steals copper from commoners.
    >> Anonymous 01/25/11(Tue)07:41 No.13652364
    >>13652318
    >>13652361
    sorry for the double post, my internet acted weird on me.
    >> Anonymous 01/25/11(Tue)07:55 No.13652435
         File1295960121.jpg-(27 KB, 130x130, 1267268052628.jpg)
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    >>13652361
    >This is why I prefer my tables, even when I'm not GMing, to create their characters together and dislike when people have a set-in-stone background to play. I'd much rather have everyone discuss their ideas together and at least compromise a bit so the in-game cohesion doesn't become retarded. Like if we all had a party of paladins and a CE rogue wants to join, and then starts killing every NPC 'because random lolz'. That will not work, unless we all make it clear from the beginning that we'll not be taking it seriously and we're gonna do like in the Gamers movies, where the Paladins look away while the rogue steals copper from commoners.

    ThisthisthisthisthisthisTHISTHIS
    THIS^THIS
    INFINITYTHIS

    FUCKING
    FUCK

    THIS

    CHARACTERS ARE BEST WHEN YOU DESIGN THEM WITH INTERACTION OR DYNAMICS WITH OTHER CHARACTERS IN MIND. REMEMBER THE DWARVEN BROTHERS FROM ELFSLAYER? THIS

    SO
    FUCKING
    *THIS*
    >> Anonymous 01/25/11(Tue)08:05 No.13652493
    Just so you know guys, antisocial does not mean averse to socializing.
    >> Anonymous 01/25/11(Tue)08:09 No.13652509
    >>13652435
    this is PRECISELY WHAT THE SMALLVILLE SYSTEM IS BUILT AROUND

    You do not have stats. You have relationships, you have powers, you have locations, but you do not have stats.

    So character gen is done in a group. Cannot be done any other way.
    >> Anonymous 01/25/11(Tue)08:13 No.13652529
    I had a bizarre experience with a lone wolf during a larp.

    She was a new character a rogue with a capital R. Now of the four basic monster food groups the rogue is the most redundant of the party. In a larp they are extra redundant. Most of the game she hid in the trees and did nothing as we when to each encounter to encounter.

    The final encounter approach and the NPC had made a fort with guards patrolling it. The party sat back and observed the fort for a time. After looking at the party we decided to full assault the fort on one side, split into two groups, go around the outside meet at one of the gates, run in and shoot boot & loot the item the party was here for. The only hard part to the plan is that we needed to sneak to the other sided of the fort from where the party was observing it form.

    Two steep into sneaking to the other side our lone wolf rogue steep in full view of the fort and yell 'WE ARE HERE, WE ARE COMING FOR YOU, COME AND GET US' then turns around and she hides in the trees.

    The next five to ten minute was the most messiest and spaced out on the fly combat involving a shit ton of sprint quality running. After get the item we found our rogue and ask her why she did something so stupid and her answer was 'I was bored and was not interested in planing a sneak assault'
    >> Anonymous 01/25/11(Tue)08:13 No.13652530
    >>13652493
    >Adjective
    > 1. Unwilling or unable to associate normally with other people
    > 2. antagonistic, hostile, or unfriendly toward others; menacing
    > 3. Opposed to social order or the principles of society

    Uh yeah it does bro
    >> Anonymous 01/25/11(Tue)08:17 No.13652545
    >>13652435
    This.
    >>13652493
    That's exactly what it means.
    >> Anonymous 01/25/11(Tue)08:19 No.13652551
    >>13652361

    I'm a big fan of the party template, too. I'm always very disappointed when a game starts and I'm just told "Make a character with whatever background and motivation you want.", because it's almost always a bad sign that this is going to be one of those shitty, directionless, randumb games that I'm going to be forced to go along with, even though my character has no reason to stick with the others.
    >> Anonymous 01/25/11(Tue)08:21 No.13652561
    >>13652493
    Yes it does, you fucking retard.
    >> Anonymous 01/25/11(Tue)08:22 No.13652567
    >>13652529
    Please tell me you killed her. Please, please, please tell me you fucking murdered her.

    Not the character, the player.
    >> Anonymous 01/25/11(Tue)08:26 No.13652586
    >>13652435
    >>13652509
    >>13652545
    I'm glad you could agree!

    Legends of Anglerre (and I suppose Starblazer Adventures too, but haven't played it) FORCES each character to have been involved in another's character's story.

    So you have 3 players
    Player A was a secondary character in one of Player B's 'chapters'.
    Player B was a secondary character in one of Player C's chapters.
    Player C was a secondary character in one of Player A's chapters.
    etc.

    That way, at least the party members know each other and it relieves the tension off of the GM, because a party of 4 strangers met in a tavern, some old man needed help with some kobolds, and now they're all BFFs.

    Also, when I get a Lone Wolf player myself? I force that bitch to participate. Every NPC will ask them something, people will bump into them, etc. I particularly dislike having the spotlight be focused on one same person, so I try to even it out and have everyone participate.
    Even if you're a lone wolf, you'll still be forced to socialize. Whether you decide to go all Squall and 'whatever...' is up to you, but the choice will be there.
    Otherwise that player ends up checking their emails or some shit, and I want everyone to be involved.

    One thing I 'acquired' from a friend is that, at the beginning of every session, I ask players to tell me what's happened so far. So one person starts re-telling our past sessions, then I stop them and ask another player to continue. This helps in two ways:
    1) You see who's been paying attention and who's invested in the story
    2) What the players tell you is what they obviously remember, so maybe something you thought was unimportant, to the players it was a memorable situation worth a story.

    If the lone-wolf person can show me they were paying attention and that they care, then all the better. But if they start stuttering, showing how they honestly don't give a damn. Then that person and I will have a talk.

    Going off topic here, sorry.
    >> Anonymous 01/25/11(Tue)08:26 No.13652587
    >>13652530

    >>Verb
    >>No, it does'nt
    >> Anonymous 01/25/11(Tue)08:34 No.13652623
    >>13650542

    Flashbacks of my only paladin I ever ran, and likely ever will run. He had a family and when he found a ring of wishes he wished for a weapon to keep them safe. SOMEHOW THAT TRANSLATED INTO HIS FAMILY BECOMING THE FAMILY OF HIS OLD MENTOR (who, admittedly, was a powerful swordsman and noble paladin in his own right).

    Next time I'm just gonna roll up a swashbuckling pirate or something so my DM can't fuck with my non-cliche backstories.
    >> Anonymous 01/25/11(Tue)08:37 No.13652635
    >>13652361
    >Spend 40 minutes with the 4-people group, then 10 minutes back to the wolf. 40 to the group, then 10 to the wolf. If it doesn't piss him off (hey, you're giving each group a 10-minute/head time), then consult with the other players if they're okay with it. Just talk it out of the game.
    This is a good idea. Thank you.

    I'm having huge problems with a specific group. Although their characters are "social", the players' own personalites seem to forbid them to be able to work together over time. One of them is an extreme lone wolf, but the others aren't much better. I tried several methods to stick them together, but I can't force any group binding on them ALL the time. Heck I fear I would have to physically chain their characters together to have this group work and interact together (just to find out that they strangle each other with the chain).
    Still, sometimes I think the big lone wolf is the actual source of all of it. Although I never dared to really do it before, I occasionally played with the idea of nuking the lone-wolf character right on the spot.

    Would you go that far? The potential disappointment is great, but I don't know how to help myself.
    The problem at hand is that the dude actually does not UNDERSTAND that he is dividing the group. He thinks that was he does is pretty normal behaviour.
    >> Anonymous 01/25/11(Tue)08:42 No.13652651
    >>13652567

    No we did not kill her.(although she has not played that character) Somehow yes somehow she is running that larp now!
    >> Anonymous 01/25/11(Tue)08:46 No.13652665
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    >>13652493
    >Just so you know guys, antisocial does not mean averse to socializing.
    >> Anonymous 01/25/11(Tue)09:01 No.13652727
    >>13652635
    Fuck, sorry. I had typed a long reply but I got the captcha wrong and lost the whole wall of text. Now I'm bummed out to retype it all.

    Tell me more about your group.
    Are you friends or just gaming buddies?
    Are the other players annoyed by the lone wolf?
    What game are you playing?

    If you don't mind, give us more details as to how they act antisocially, with more concrete examples.
    >> Anonymous 01/25/11(Tue)09:01 No.13652728
    I played a character that was more or less a lone wolf. A Faerunian tiefling that got sent to Ravenloft. Two things kept him in the party (although there was tension, not just because he was a loner): he was the hired guard of the drow sorcerer and he, the sorcerer, and an aasimar cleric were all from Faerun and had no one they could talk to or trust (besides the native bard that joined them) besides each other.

    The tensions went away slightly when I rescued the aasimar, but then the bard pulled a dick move and kept an item I handed to him to appraise. I wanted to beat the fuck out of him for stealing it (since I was a mercenary I followed the finders keepers rule), but the DM wouldn't let me.
    >> Anonymous 01/25/11(Tue)09:39 No.13652926
    >>13652727
    Thank you for your commitment

    My group consists of usually 4-5 players each session, the lone wolf is a permanent member. All group members are friends with each other. We share some common interests and we all went to the same school.
    Other players are annoyed by the lone wolf behaviour to an extend that they start assassination attempts to get rid of his antisocial behaviour. To describe it in a nutshell:
    I put the group into a situation, in which they happen to observe an assault on a caravan. I tell them to discussion a reaction to that. Since they are a "bad" group, they decide to use the opportunity and either rob the caravan again or take on the robbers if they are weak enough (and THEN rob the caravan again). The group as a whole agrees on robbing the left caravan again and look for what's left. the lone wolf says he does not mind. The other group members go into position, prepare the assault and attack. The lone wolf stays behind ... well ok, let him play a coward for once, if he doesn't want his share, then it's his problems. The group takes care of the surviving guards, with a bit of trouble since they're one short (the lone wolf).
    Then, Mr. Wolf has a glorious idea and rans off north. Says "I'm going to look if the robbers left anything on their trail." People tell him not to, since they just left, but he does anyway. I haven't even removed their pieces yet, so I have to play them like they're still there - the lone wolf gets spotted. In the end, the group is overwhelmed.
    In short, my group is pretty pissed by his behaviour, but since they are friends, they don't want to exclude him.
    We're playing D&D 3.5.

    The other players act antisocial in a way that they try to save their own share and hide in tough situations. This can be considered as in character since they play bad people. Still, abandoning the whole party in every second situation is a bit too much. They developed kind of a bad habit out of it.
    >> the princess 01/25/11(Tue)09:43 No.13652952
    If someones too "lone wolf" just drop them into situations where they get completely fucked just due to the fact that their character was so fucking "lone wolf" they wandered off somewhere alone. Add extremely simple/obvious solution of get that character out of the mess IF ONLY they were more than one character / had someone else to help. Also there's no way to call the rest of the party for help.
    >> Anonymous 01/25/11(Tue)09:45 No.13652966
    >>13652926
    Ok, this didn't turn out to be a nutshell but an example.
    I have to add that usually, if the situation isn't totally fucked up after the lone wolf's action itself, the group behaviour crumbles and everyone tries to escape/get out of it on their own.
    Even if the situation isn't dire, my people start to lose interest whenever the lone wolf wanders off too far since the wolf demands a bit of time for his side-action thing. Even if I grant him 5 minutes, it quickly gets annoying for the rest. I guess it's because it happens nearly all the time.
    >> Anonymous 01/25/11(Tue)10:05 No.13653089
    >>13652926
    No problem man.

    >My group consists of usually 4-5 players each session, the lone wolf is a permanent member. All group members are friends with each other. We share some common interests and we all went to the same school.
    Okay, your friends then. You should definitely try to talk to the lone-wolf player, just the two of you, and try to explain to him that even though you respect his character et al, you'd like him to make an effort to work towards the party's goal. Doesn't mean they have to work together, but ask him not to undermine every plan or try to do something else so it can be 'HIS' thing.

    >Since they are a "bad" group
    I take it you meant "bad" as in an Evil group.
    >> Anonymous 01/25/11(Tue)10:06 No.13653095
    >>13652926
    >>13652966
    cont'd

    >Then, Mr. Wolf has a glorious idea and rans off north. Says "I'm going to look if the robbers left anything on their trail." People tell him not to, since they just left, but he does anyway. I haven't even removed their pieces yet, so I have to play them like they're still there - the lone wolf gets spotted. In the end, the group is overwhelmed.
    Ok, at this point he starts being a retarded player, not a lone-wolf. So far he'd chose to stay behind and not participate..fine, it's shitty but understandable. I'd still much rather have a lone-wolf who is MINIMALLY a ranger of sorts, so they can be a part of a battle even if from far. Much like a sniper.

    Now, I won't say that this is what you SHOULD have done, but it's how I would have decided to work it out. After Mr. Wolf gets spotted, the 'group' isn't overwhelmed. He is. If he failed his roll and the robbers spot him, have the 'fail' not happen right away, but after he'd been following them for a while. Then he gets captured.
    The rest of the party finds out later and decide (or not) if they wanna go rescue him.

    Of course, if Lone Wolf wants to try to escape, by all means allow him, but make it clear that he's outnumbered and there's a big possibility that he's killed in an escape attempt.
    Have the party HELP him and, in-game, have him explained how they won't always be there for him if he continues. (that'd be up to the players, but I'm sure they'll understand where you're getting at and play along)
    >> Anonymous 01/25/11(Tue)10:07 No.13653107
    >>13652926
    >>13653089
    >>13653095
    cont'd some more

    >In short, my group is pretty pissed by his behaviour, but since they are friends, they don't want to exclude him. We're playing D&D 3.5.
    Definitely talk to him in private if what he's doing is affecting everyone at the table. Many of those cases it's just a butthurt DM who gets 'his almighty novel' derailed, but if you seriously tell me that everyone (yourself included) is annoyed by this, then by all means have a talk.

    Lone Wolfs don't have to be disruptive. They don't have to act AGAINST the party's best interests. Dig deep into the character's motivations. Why is he with the rest of the party? (in-game) What's keeping him from just fucking off and leaving the party behind?
    Most in-game problems boil down to this simple point. Motivation.
    Characters who have no reason to stay together will often commit acts that either piss a PLAYER (real person) off or are a detriment to the CHARACTERS' (imagination person) interests.

    It doesn't have to be convoluted, just a McGuffin like, say, he wants to avenge the death of his father. The whole party wants to stop an evil wizard from awakening a powerful dragon.
    That same wizard killed his father, so he's not in it to stop the awakening of the dragon, but just to kill the wizard.
    In the end, it's a different objective with the same goal. To kill the wizard. This is all cliché, but it works as an example.
    >> Dantalaeon !!2TQS185pmIh 01/25/11(Tue)10:11 No.13653127
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    Do you know what happens to lone wolves?

    They die.

    Wolves are fucking stupid. They're dogs, but without the same amount of intelligence and versatility. The only reason why they aren't all extinct is because they've developed the pack system, and so they can roam around with the benefits of numbers.

    A single wolf on its own will die, just like a PC, because just like a wolf, a PC is usually fucking retarded. That's why PCs have developed the "party" system, so their weaknesses aren't as apparent, and they have the advantage of numbers.

    Make sure the lone wolf player gets smacked around on his own. Have NPCs give him quests that are impossible to complete on his own. When he tries to venture out on his own, have him get ambushed by enemies that the other players could easily deal with. When he gets another room at the inn, far away from the other party members, make sure that the bed in his room is a Death Bed, the Bed That Eats, and the innkeeper is the Death Bed's Bed Thrall.

    In short, make sure that the life for a lone player is nasty, brutish and short.
    >> Anonymous 01/25/11(Tue)10:21 No.13653196
    >>13653127
    Even though I agree with you, by killing them nothing changes. They just roll up another shitty Lone Wolf character who is now a bard instead of a fighter. I prefer to have their actions have long-lasting consequences. If they wanna stick to their character, they'll be rewarded accordingly.

    They'll be captured, tortured, the party may or not come to their rescue.
    They wander off and don't fight, they get no loot, no reward, no renown, no fun because they sat down arms-crossed for an hour while everyone else at the table was having fun slaying monsters.

    If they split up the time I'll dedicate to them will be much, much, MUCH shorter than the rest of the group (A few posts above I said 10 minutes per person, but if they're pissing me off I'll go harsher).

    The problem is usually that lone wolfs are played by autistic retards who can't roleplay a regular conversation. I've had an actual decent roleplay be a Mr. Wolf and he surprised me. He was more of a misanthrope than a damn mime, so that helped. When I'd put him in situations where talks were to be had, he'd chip in. He'd speak few times, but when he did.. what he said was important and pertinent.

    However, first and foremost I'll have a talk with the player. This is why now I adopt the 'group creates party together' method, it avoids these terrible non-contributing characters that no one likes.
    >> Dantalaeon !!2TQS185pmIh 01/25/11(Tue)10:28 No.13653266
    >>13653196

    If a lone wolf player can't understand the concept of "power in numbers" after getting his special snowflake misanthrope character killed for the fifth time, then he's too stupid to contribute to the game.

    You can be misanthropic, headstrong and impulsive within a group. The player has to know that, OOC, so that he can come up with an IC reason to join the party.
    >> Anonymous 01/25/11(Tue)10:31 No.13653302
    >>13653266
    Of course, but we agree that it's a problem with a stupid player and not a character issue.

    If a person is so dumb that they can't see they're being a downer for EVERYONE, then yeah. Unfortunately this is a hobby with mostly people who lack some basic social skills, so they're more likely to show up at a D&D game.
    >> Anonymous 01/25/11(Tue)10:34 No.13653326
    >>13653089
    >>13653095
    >>13653107
    Thank you very much for your replies. You're right, I meant "evil group". On some days my English sucks.

    I think I'll definetly have a talk with him. There are some other points I have to discuss with him anyway, but if it's a motivation thing, I hope I'll manage to get things straight with him and the rest of the group. At some point I feared that he and the rest of the group might just not be compatible with each other. I really hope we can work this out this way.

    Thank you for your advice.
    >> Dantalaeon !!2TQS185pmIh 01/25/11(Tue)10:35 No.13653341
    >>13653302

    That's why I always play a couple pre-campaign games to see if the players can work as a team. If there's that one fuckwad who wants to worship a naked drow goddess even though he's a Githyanki and insists on hogging the spotlight and doing his own thing, he's not invited to the actual campaign.
    >> Anonymous 01/25/11(Tue)10:43 No.13653406
    >>13653326
    Best of lucks, man.

    By the way where are you from? If you don't mind.
    >> Anonymous 01/25/11(Tue)10:45 No.13653434
    >>13650542
    THIS THIS ON SO MANY LEVELS
    >> Anonymous 01/25/11(Tue)12:01 No.13653948
    I had a random pickup game once where everyone turned in a "brooding loner" character. There was a hermit druid, a archivist who never left his tower, a berserker type barbarian who never let himself have ties to anyone or anything and a mentally scarred, paranoid thief who distrusted everyone in the world and only ever lived on his own....

    At which point I introduced everyone's character the the group and informed them "And, lo, because all of you are brooding, self sufficient lone wolves none of you ever fucking meet, much less have reason to work together. Your group never forms. Now make new characters who can at least ACKNOWLEDGE the concept of teamwork."
    >> Anonymous 01/25/11(Tue)13:51 No.13654714
    >>13653948
    > a archivist who never left his tower

    What is even the point of something like that? How do you adventure from home?
    >> Anonymous 01/25/11(Tue)14:09 No.13654855
    >>13654714
    It wasn't meant literally, he was simply someone who never went further than to the closest store in the closes town for supplies and had never been adventuring, never had any backstory other than inheriting the tower, and had no drive, motivation, or need to actually DO anything.

    I mean, I can work with a loner type who has actual goals and ambitions... and technically, I'd have been okay with any ONE of these characters, but there was no way I could find a way to drive them all together and keep them cohesive.
    >> Anonymous 01/25/11(Tue)18:13 No.13657226
    I have meet two groups of lone wolfer.

    The first one are typical antisocial because I have social problems player who want to make special snowflake brooding character.

    The other ones I find are the very social types, the one who try to have more action per turn than anyone else. Most of these basted try hard and fast to get the special information, then do not tell the party and try to solo the mission without the party help. Usually they screw the GM choose to McGuffin or not to McGuffin because of 'let me solo this victoriously of good bye plot'.
    >> Anonymous 01/25/11(Tue)18:31 No.13657472
    I make life hard for lone wolves.
    That is to say, they make life hard for themselves. There are reasons they say "never split the party".

    Lone wolves in my games tend to die off quickly or change their attitude.

    Or I ban them at character creation. I say outright that Lone Wolves are not conducive to group play and that if you want to play one, go write a fucking novel for your shitty mary-sue self insert superhero bullshit.
    >> Anonymous 01/25/11(Tue)18:39 No.13657563
    >>13652435
    Fuck yes. Agreed.

    Some of my best characters were thought up with the aid of other characters: the Jawa mechanic who was a slave to a noble Twilek, the pair of Warforged Storm Sorcerors who were 'brothers' in being experimental models with engineered Dragonmarks, the primarily-Kobold party from the same warren.

    It makes for awesome roleplaying when you're referring to Noodle Incidents and a shared history, and gives your character an actual reason to stick with the party beyond 'I want more goldz' or 'we need to SAVE THE WORLD'

    Lone wolves in a social game are stupid. Make them play the BBEG or a competing party if they want - after they get ground under the larger party's heels a couple times, they should see reason.



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