Last week I discussed the problem of PC bickering in RPGs, and suggested two models for players to follow. The bad model is Anakin and Obi-Wan from the Star Wars prequels. The good model is Frank Castle and Microchip from Netflix’s The Punisher.
So how can we push bickering PCs away from the Anakin/Obi-Wan model? There are a few options, for both GMs and PCs.
- Tie characters’ backgrounds together. I often have at least two of them know each other, maybe working together on a mission. This gives them a reason to try and cooperate.
- Give the group a reason to be together. Chance encounters make work for the first adventure; e.g. characters all hear about a dungeon that needs clearing, and decide to work together. But why wouldn’t the LG paladin leave the bickering CN party to find better friends after they clear the dungeon? They need to be forced to stay together; options include a divine command, a threat that strikes them before they can disband, etc.
- Be willing to mess with difficult players. I have a post planned for how to deal with chaotic neutral players, and this is part of it. When players act out of character to try and be funny, have NPCs respond as they would in real life; if a belligerent and irritating man tried to buy a beer from my bar, I–at the least–wouldn’t tell him any of my town’s secrets. And if a player’s teasing is harming another player’s experience, make that player fall into a pit or get splashed by mud; something harmless that lets them know they need to stop.
- Put some effort into your characters’ backgrounds. Just like the GM should tie characters together, players can think about how their characters know each other. Are they childhood friends, business partners, etc? Beyond that, fleshing out your character’s background and personality is important. “I’m a loner,” lends itself to disruptive behavior. “I pretend to be a loner because I’m hurting over my family’s death,” gives us a character who may seem unpleasant, but does care about something.
- Be a team player. It might seem more fun to try and pick-pocket your party’s wizard than keep watch for monsters. But the point of this game is cooperation. A lot of bickering comes down to players trying to create a fun situation for themselves without thinking of what the party needs to accomplish its goals. If your character isn’t interested in working with the others, and finds their planning and rules irritating, maybe they should leave the party…
- Be sensitive to other players. This is more on the meta-game side. Some players may enjoy “giving crap” as we used to say where I grew up. Others find it annoying, or may think they’re being picked on. Try and be aware of how the target of your bickering or teasing is reacting. If they aren’t laughing, then stop. Again, the point of this is to work together and have fun.
D&D and other RPGs are supposed to be fun. You don’t have to take them seriously as you would your job. You’re not an actor in a play; there’s no script. But sometimes “having fun” can make the game less fun. When in doubt, just think: am I being Anakin, or Frank Castle? Don’t be Anakin.
So there are my ideas. Any thoughts? Is this not as big of a deal as I think? Other suggestions to deal with this issue?