So a little thing first. This post was inspired by some postings I saw on a Facebook page I'm apart of.
Now to start - what is a Rule Lawyer? I'm sure that is a question some of you may be asking and others are all too aware of what one is.
The definition for the phrase is as such (taken from wikipedia):
A rules lawyer is a participant in a rules-based environment who attempts to use the letter of the law without reference to the spirit, usually in order to gain an advantage within that environment. The term is commonly used in wargaming and role playing game communities, often pejoratively, as the "rules lawyer" is seen as an impediment to moving the game forward. The habit of players to argue in a legal fashion over rule implementation was noted early on in the history of Dungeons & Dragons. Rules lawyers are one of the "player styles" covered in Dungeon Master for Dummies. The rules of the game Munchkin include various parodies of rules lawyer behavior.
A rules lawyer is a participant in a rules-based environment who attempts to use the letter of the law without reference to the spirit, usually in order to gain an advantage within that environment. The term is commonly used in wargaming and role playing game communities, often pejoratively, as the "rules lawyer" is seen as an impediment to moving the game forward. The habit of players to argue in a legal fashion over rule implementation was noted early on in the history of Dungeons & Dragons. Rules lawyers are one of the "player styles" covered in Dungeon Master for Dummies. The rules of the game Munchkin include various parodies of rules lawyer behavior.
Since you now know what a Rule Lawyer is, and what they do, let's move on to how to handle them.
At the start of a game session with players you may not have played a tabletop game with before it will not be apparent who the Rule Lawyer is (not every game group will have one mind you). Simply follow these steps so that you may learn to survive the derailment of a Rule Lawyer.
[Game Group Pic found via Google.] |
However if your game might go against what the rules in a book(s) may have stated then you may wish to let your player's know about this before you begin. Be sure to outline that the rules will be followed for the most part, but if the rules get in the way with story, the fun, or gameplay (such as a player wishing to do something spectacular, or very specific that the rules don't outline or allow for) then the rules will be changed on the fly and that is anyone has a question they may ask - but don't start a derailing argument.
- Now if the fault lies with you in that you didn't allow something that should have been allowed make it up to the group - give everyone some extra XP or other reward for the mixup.
- If the argument is invalid (their logic/knowledge is wrong) then that is that. No need to penalize or punish the player.
Know-it-All: And here we hit the meat of the problem GM's often face. It's the guy (or gal) that thinks, or actually does know, all the rules by heart. Their like an angry wolverine that see's something they don't like and then just go nuts and won't let an issue drop until they feel that they are the winner.
When dealing with a know-it-all the best thing you can do is take them aside, as in stop the game, and remove them from the group's presence. Once you have their full attention address the problem. Some people are really by-the-book types and won't deviate from that. The key here is to remind them that everyone is there to have fun. And be sure to question them and get them thinking.
Are they there to have fun, or debate rules on a regular basis?
As the GM you are the god of the world you created and in some cases the rules of your world may deviate from what is in the book. If you already passed out "house rules" regarding such changes then there should be no argument to the point. Now if you didn't do that, then its something you will have to do, know-it-alls want structure, form, and planning. If something will deviate then having what that is clearly outlined will help put to rest any arguments.
But that isn't always going to solve the problem...
Are they there to have fun, or debate rules on a regular basis?
As the GM you are the god of the world you created and in some cases the rules of your world may deviate from what is in the book. If you already passed out "house rules" regarding such changes then there should be no argument to the point. Now if you didn't do that, then its something you will have to do, know-it-alls want structure, form, and planning. If something will deviate then having what that is clearly outlined will help put to rest any arguments.
But that isn't always going to solve the problem...
The Troll: So their not just a Rule Lawyer, but they're also an a--hole about it. Another term for this is the "toxic player". This is a person who can't see reason and will argue and debate things just for the sake of being able to do so for their own enjoyment.
Now occasionally players get really heated and passionate about things that pop up in the game, but it's often not from deliberate acts of the GM. The troll however does instigate problems on purpose. If a fellow player does something they question it or work against them - no matter what it is. They may even go completely off track from the rest of the group in an attempt to just irritate or piss everyone off. They may even build a character one way to pass a GM's inspection, but once played they play it completely differently.
And of course when their actions get called out they will start to bring up various rules and want to argue points for any number of personal reasons until people get so irritated that the troll hopes that they give in and let them win, thus giving them - as a player - control over aspects of the world.
Trolls can be handled in very a very simple method - out of game discussion. That is you take them aside and get them to stop via polite discussion. And if they don't, then they know where the door is.
But their a Friend/Family!: Yeah and here we have another problem. Sometimes it can be rough trying to ask a person who is your friend (or family member) to stop acting certain way. But when it comes to gaming with other people then sometimes some behavior needs to be curtailed. If their a friend, then they should listen to you and respect your wishes. But if they ignore this and keep causing trouble...well then their not much of a friend then right?
Now with all these things in mind the idea here is to resolve the problem through dialogue. Just remember a few things.
Now with all these things in mind the idea here is to resolve the problem through dialogue. Just remember a few things.
- Don't lose your temper.
- Be respectful.
- But don't be a pushover either.
- And don't be afraid to kick someone out if they are not even trying to be helpful or get along with anyone else.
Other unacceptable ways of dealing with a Rule Lawyer include:
- Attacking with a Force FX Lightsaber.
- Attacking with a sword.
- Throwing your dice.
- Throwing your shoes.
- Throwing your books.
- Throwing the table.
- Throwing another player.
- Throwing a punch/kick or other attack.
- Throwing any lose object that happens to be lying around.
- Harsh language.
- Using unforgivable curses.
- Using the Force.
- Using drugs.
- Using rope (to tie them up).
- Using poison...and I don't mean bad cooking.
- Using bad anime - this can be considered a violation of certain Geneva Convention laws.
- Using torture - obviously against the Geneva Convention.
- Using a hillbilly - sure their lonely but again we look to the Geneva Convention here.
- Using the Brady Bunch - again the Geneva Convention.
- Using Little House on the Prairie - GENEVA CONVENTION
- Using Teletubbies - this is not just a violation, but can result in a crimes against humanity conviction.
I could keep listing things, but I would be at it all day.
Enjoy your day and enjoy your games everyone.
Enjoy your day and enjoy your games everyone.