7 Types Of Toxic Players In D&D

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0:00 - Intro
0:24 - The Protagonist
2:15 - The Backseat Gamer
5:36 - The Enemy
7:47 - Honourable Mention: The Cheater
8:37 - The Snail
11:05 - The Anti-Adventurer (Pt 1. Subverter)
12:08 - The Anti-Adventurer (Pt 2. Murderhobo)
13:00 - The Edgelord
14:24 - The Extra Dimensional Jerk
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DnDShorts
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You missed secret #8: The Bleeder, in other words (the one who experiences character bleed). The player who takes things personally and will get actually agitated in response to something negative to their character).

maxkogan
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Just started the video and I’m already prepared for one of them to literally be me

nubbyboi
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I've said it for the past 15 years. The most powerful tool the DM has, is the ability to say "No."

lotsaspaghetticodejr.
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I accidentally fell into the archtype of 'Enemy' because my 1st dm was a 'minimalist' & he likes to challenge us to surprise him, even going as far as rewarding the player for new ideas! Nowadays I realize the importance of talking to the dm, but it was hella fun to bring in stuff that can really surprise the table! Rest in peace Gray

louisthewolf
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So much of this can be eliminated via a "Session 0".

When I was informed of this concept after about 15 years of running games, I realized it was the best thing that could have happened to RPGs!

tonyrigby
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Theres also actually a reverse anti-adventurer, a player who bee-lines the main story so hard that no other interesting side events can occur. We had a moment in our game where we came across a lady offering us a place to sleep in exchange for a story, and the problem player told everyone no and kept going. We suffered a point of exhaustion because of it, which he got to ignore because he had a coffee-esque item

sianine
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Bad habits can often be transformed into skills that benefit everyone. I can talk too much, but I'm also a fabulous note taker, so I've become lore keeper and constantly scribbling helps me balance conversation better. Player#2 can be a backseat gamer, so we made them our rules lawyer, but they're only allowed to rule when asked. Player#3 tends to be quiet and might unconsciously check out during conflict, but that means they had extra space to keep track of

pleh
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As a GM, one thing I've seen bogging down combat the most is people not remembering the turn order. I made a simple system. I folded index cards in half for each character and monster, and I put them over the top of my GM screen, with the names on both sides. I put them in initiative order and shift it one entity as their turn passes. This makes sure everyone can see exactly how close they are to acting, who's before them, who's after them, etc. It seems to help.

colinsmith
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Great point about the "Extra dimensional jerk". 90% of all dnd horror stories "bad guys" are not bad players, they're just not decent human beings. Being somewhat mature and open to discussion avoid almost all problems in dnd.

pzalterias
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While it can be hard to do, give problematic players the benefit of the doubt. Approach them assuming they have good intentions and just don't realize what's going on. It's the best way to make sure everyone can continue to have fun together.

RJ_Ehlert
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I'll never forget the player who read ahead in the book the DM was using for the quest and just spoiled it constantly.
"Oh, that's a swamp; we're going to want to stock up on water!" And "Oh, wait til the curse hits". Terrible.

Mr.TamOShanter-emjm
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Ironically, I did experience that pineapple pizza thing in a way. We had a player who, despite being told multiple times that I was allergic to mushrooms, add them to our pizza orders whenever they were left in charge, and then offer me a slice full well knowing I couldn't have any. It took me basically dropping the ultimatum "if I can't eat, I won't pay" before the rest of the table even noticed this. Fortunately, they backed me.

benpepin
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Making your intentions known in a session 0 is so important. What you want in game. Get a feel of the party. Ask questions. Red flags? Try and resolve before you play. Or just don’t play with them”

TheMadMedek
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The enemy isn’t bad if you all agree at Session 0. My college campaign was a power-gaming meat grinder hellscape where the GM’s goal was to kill us and it was our job to thwart their every scheme. It was great.

FishBola
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"Possibly the most dangerous type of snail, is the shopping snail"

*Commence Flashbacks*

JKStudios
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4:02 That's one of the best things of DnD. I remember a great moment for a character of mine that was quite serious thanks to a bad roll on insight, where he ended up helping a goblin that had stolen from him to avenge their cat pal from the "purple worm" that had bursted their head. Long story short, that "purple worm" was in fact an intellect devourer that had attacked his friend. With my kobold sorcerer supporting the goblin (who was using my character's skillet and a torch to make a mace, and a strainer and a pot for the armor) to take this beast. He was like don quixote with the windmills, but due to some really funny rolls, the goblin, who would've probably died if the rolls hadn't been so good, kept dodging and critting with his "legendary weapon", so my character played a support role for this delusional warrior, so the goblin could deal the finishing blow, using bigby's hand to push them upwards for the finishing blow and Rime's binding ice so the enemy didn't move. When my kobold found his way back to the rest of the group, dragging the corpse of the intellect devourer, with the blood of the beast over his scales and a tired but happy face, and talked about this amazing warrior who defeated the beast to avenge his fallen partner, and after that fell unconscious due to being exhausted, since he had been lost on the desert for the whole night. It was a story that I think we will remember for quite a long time. Sometimes rolling badly allows for amazing roleplay moments (I'll admit, I wanted my character to roll poorly on that one, so when I rolled a 3, I was static.)

FenrirWolf
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I once had two "snails" in the same party of 6 PCs. Not only did they each take a very long time, as others were taking a turn they would take talk about what they should have done. I started using an egg timer to limit time, and after a few sessions they both saw the light and were prepared to act promptly.

DavidSmith_WDPS
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My group had a protagonist problem, only we didn't know just how bad it was. She was in a relationship with the main DM and would constantly complain in private about how she didn't do anything during that session despite taking over what was obviously intended for another player. It killed his desire to play those campaigns and so many fun stories have been lost. Thankfully he broke up with her so hopefully we might get to visit a few revamped versions.

danielbabb
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There are ways to play an Anti-Adventurer well, it just relies a bit on communication with the DM. One of my characters was just a travelling salesman who has always wanted to travel to the feyrealm because thats where their family comes from and they dont remember anything about their family. My DM made it so that their cart was stolen and while getting it back (with a few sessions in between) the party found out that the people who had stolen my characters cart had also stolen a tablet we were trying to get from another person, and they went into the feywild. Point being, as long as you cooperate with the party and DM, you can still manage to make a character like this work out well

abbeybelanger