Dealing with Problem Players in Dungeons & Dragons

Dungeons & Dragons is built on teamwork, creativity, and shared storytelling. However, at least once in their journey every Dungeon Master will eventually encounter a problem player—someone whose behavior disrupts the game, frustrates other players, or creates unnecessary conflict. Whether it’s an attention-hogging player, a rules lawyer, or someone who constantly derails the campaign, handling these individuals effectively is essential for maintaining a fun and engaging experience for everyone.

Types of Problem Players

The problem player takes many different guises. But the one thing they have in common is disrupting the game and reducing the fun of everyone else at the table. Here are a few of the more common varieties:

  1. The Spotlight Stealer – Always wants to be the center of attention, overshadowing others and making the game about themselves.
  2. The Rules Lawyer – Constantly argues about the rules, slowing the game and creating friction with the DM and players.
  3. The Disruptor – Makes inappropriate jokes, derails the story, or causes in-game chaos just for the sake of it.
  4. The Lone Wolf – Ignores the party and pursues their own goals, disregarding group decisions.
  5. The Power Gamer – Focuses entirely on optimizing their character for combat, often at the expense of roleplaying and team dynamics.
  6. The Flake – Frequently misses sessions, arrives late, or isn’t engaged when present, disrupting game flow.

Strategies for Handling Problem Players

Players who disrupt the game in the ways described above need to be dealt with. Otherwise, the alternative becomes a game that is not as fun. Players will leave the table with a sense of frustration and are much less likely to come back to your table. Here are a few strategies that myself and other DMs I know have used to minimize the disruption caused by problem players.

  1. Have a One-on-One Conversation – Most players don’t realize they’re causing issues. A private chat can help set expectations and find solutions. I’ve found this is the most successful strategy, particularly if you enter the conversation with tact and not in attack mode.
  2. Set Clear Table Rules – Establishing a social contract at the start of the campaign ensures everyone understands acceptable behavior. I would encourage every DM do this at the start of a new game, especially when new players are present.
  3. Redirect and Reinforce Positive Play – Encourage collaborative play by giving equal spotlight time and rewarding teamwork. Simply moving round the table and asking what each player is doing in turn ensures that everyone has a chance to shine and that no one person dominates the action.
  4. Use In-Game Consequences – A rules lawyer might meet enemies who don’t follow the normal rules. A lone wolf might face an enemy too powerful to handle alone.
  5. Know When to Ask a Player to Leave – If a player consistently ruins the experience despite multiple discussions, it may be best to part ways. But make sure to have tried speaking to them first, offering them a chance to change their behaviour.

The Business Parallel: Problem Employees

Of course, this article wouldn’t be complete without a parallel to the workplace. Just like in D&D examples above, businesses also deal with problem employees—individuals who disrupt workflow, cause conflicts, or refuse to collaborate. A few of the more common problem employee types include:

  • The Credit Hoarder – Takes all the glory, ignoring the contributions of the team.
  • The Policy Lawyer – Constantly challenges company rules, slowing down processes.
  • The Office Disruptor – Engages in gossip, negativity, or distractions that harm morale.
  • The Lone Operator – Works in isolation, refusing to communicate or coordinate with colleagues.
  • The Bare Minimum Worker – Does only the absolute minimum required, affecting team efficiency and ultimately morale.

Managing Problem Employees

Dealing with problem employees is not dissimilar to handling problem players as a DM. Communication and tact are the name of the game as well as understanding when to enforce consequences. A few good examples include:

  1. Provide Clear Expectations – Just like table rules, workplace policies should be well-defined and enforced. These should be explained to new employees as part of onboarding and reinforced by the organization’s leaders.
  2. Encourage Constructive Feedback – Open dialogue can often resolve behavioral issues before they escalate. This is key to nipping problems n teh bud and letting employees steer back on the path before becoming disruptive.
  3. Recognize Positive Contributions – Reinforcing good behavior can shift workplace culture in the right direction.
  4. Use Consequences When Necessary – Performance reviews, coaching, and structured feedback can guide employees toward improvement. However, use these sparingly and only when other attempts have failed.
  5. Know When to Let Go – Sometimes, letting an employee go is the best option for the team’s overall success. Weighing up the time and effort being spent on performance managing an employee and the impact on the team against keeping them is a hard but worthwhile exercise.

Final Thoughts on Problem Players

Whether at the gaming table or in the office, a single disruptive individual can have a significant negative impact on team morale and productivity. By addressing issues directly, setting clear expectations, and reinforcing positive behavior, both DMs and business leaders can cultivate a more cooperative and enjoyable environment for everyone involved. Ultimately, strong leadership, communication, and proactive management are key to dealing with problem players—whether they’re rolling dice or filing reports.

Saints Fate: A Three Player Skirmish Report

In last weeks post I described a recent three player skirmish scenario I designed. You can check out the details here. A couple of friends and I played it through one evening the other week to see how it actually worked. In short, it was amazing fun. But I’m always interested in what I can learn from the experience to take into future games.

The Scenario

A miraculous manifestation has occurred on the planet of Helios Magna. A Saint touched by the power of the God Emperor, has manifested among the ranks of the Adepta Sororitas, but her fate is uncertain. The Inquisition, ever wary of uncontrolled power, has dispatched a team of Lancet Hereticus Space Marines to capture her for interrogation. Meanwhile, a force of Chaos Plague Marines, the Ferrymen, seeks to claim the Saint for a dark ritual, hoping to summon a daemon of the Warp into realspace.

The Sisters of Battle, unaware of what forces are closing in, have fortified their shrine compound to protect the Saint. What follows is a brutal three-way battle where each faction must act quickly to achieve victory.

The protagonists included:

Order of the Veiled Light: crack team of battle sisters tasked with protecting the Saint at all costs. Comprised battle sister and flying assault troops. (Played by Marty)

Lancet Hereticus: Inquisition sponsored space marine fire team sent to capture the Saint to check for heresy and research. Comprised regular marines and a heavy weapons specialist. (Played by Sean)

Ferrymen: Small plague marine raider unit intent on capturing the Saint for the nefarious aims of the ruinous powers. Comprised plague marines and a mutated brother twisted by the rot of Nurgle. (Played by me)

The battlefield from the Battle Sisters side of the table.

How it Played Out

The aim of the three player skirmish scenario was to get the action happening quickly and make sure all three players were engaged throughout. All three factions entered the fray on turn one with frantic positioning as well as shots being exchanged. Initial casualties were quite light.

There was some difficult decision making for all players around how aggressively to go after the scenario objective vs protecting your team. Excitingly, all three factions had control of the Saint at one point in the game only to lose her to an opponent. This meant that the outcome of the game was always in question.

A cinematic brawl involving all three leaders culminated in the Ferryman captain sneaking the Saint away at the last minute to claim victory at the start of turn 6. A win for the nefarious forces of chaos!

Lancet Hereticus gunner observes the battlefield.

What Worked?

We used the One Page Rules skirmish ruleset: Grimdark Firefight, and it worked a treat. Fast, simple gameplay that had all three of us in the swing of things after the first move. With each player taking it in turns to activate a model this kept the game moving fast with no downtime for participants.

The victory conditions and time limit forced all three factions to engage with the objective pretty much immediately. It also kept each player battling on two fronts, no one was left out or ganged up on.

Finally, emergent play. All three players have some understanding of the 40K lore and got behind their faction and it’s aims. This definitely added to the immersion and I think colored some of the decision making as well. The cinematic three way duel by the captains at the end occurred completely emergently adding an awesome conclusion to the battle.

Mad scramble to secure the Saint in the alley next to the shrine compound. Marines, Plague Brothers and Battle Sisters all in attendance.

What Could Have Gone Better?

To be honest, not much. The battle flowed well and kept everyone engaged. The one thing I could have explained better at the start was the victory condition. There was a little confusion about how we achieved the win. We smoothed it out after turn 1, but clarity on this before we started would have helped.

Final Thoughts on Three Player Skirmish

All in all I succeeded in my goal of creating a fun, engaging, equal sided three-person skirmish scenario. The most important part was that we had fun playing. But I’ll be looking to see if I can come up with more three player scenarios in the future.

Of course, this battle now forms part of the Mordax Prime canon, my narrative setting for my 40K inspired gaming. With this victory for the ruinous powers, how will the Imperium authorities react? Will they mount a rescue mission? Or will the Saint become a tool of Chaos? We’ll find out in the next instalment…

Competitive D&D: Is it for you?

competitive D&D in action

Just after Christmas, some friends and I had the exhilarating experience of participating in a Dungeons & Dragons competition. But by their nature roleplaying games aren’t a competition, I hear you say. Normally, I would agree. However, we thought we’d give it a go. You don’t get many opportunities to pit your D&D skill against other parties. After reading this you may see some merit in competitive D&D.

The tournament saw multiple groups navigating through the legendary Gary Gygax adventure: The Lost Caverns of Tsojconth. Although we missed the official tournament sign-up, our friend Rich, who was DMing at the event, graciously agreed to run a separate session for us. The event was organized by the local group DnD Fremantle, who have done a fantastic job fostering a vibrant D&D community in our local area.

The Challenge

The competition was structured in two intense 2-hour blocks, requiring rapid decision-making and strategic thinking. Initially, we struggled with the limited time to familiarize ourselves with our character sheets, spells, and abilities—only 15 minutes! It was a challenging start, but we quickly adapted to the fast-paced environment.

Rich, our DM, used a scoring system to evaluate our progress, awarding points for achieving specific goals in each encounter. The objective was to traverse as much of the adventure as possible within the 4-hour limit. In the real tournament 5 groups all ran through the adventure at the same time and their scores totaled at the end to determine the winning team.

The Party

From memory, we had 6 pre-generated characters to choose from: monk, wizard, warlock, fighter, cleric and rogue. As mentioned above, we had 15 mins to choose our characters and understand how they worked. Our final party comprised four level 9 adventurers:

  • Ethelrede, a stalwart human fighter
  • Cathartic, a devoted human cleric
  • Weslocke, a cunning Tiefling warlock
  • Dunil, a resourceful halfling rogue

There should have been five, but unfortunately one of our players was ill on the day.

Key Encounters

The adventure was very “old-school”, with seemingly random creatures dotted around an underground cave system. It did mean that you never quite knew what was around the corner. Some of our memorable encounters included:

  • The Mud Golem: Early in the adventure, we faced a formidable mud golem guarding a magical sword. This creature could only be damaged by magical means, which significantly limited our options. It was a close call, especially for my character, Dunil, who nearly perished in the encounter (only 2hp left).
  • Gem-Hauling Statue Faces: We successfully navigated a trap-laden room filled with gem-inlaid statues, managing to extract the gems without losing any limbs.
  • Friendly Pechs: In a refreshing twist, we encountered Pechs—goblin-like creatures who turned out to be friendly allies. This encounter provided a brief respite from the relentless dungeon hazards.
  • Chuuls’ Deadly Ambush: Crossing a river proved fatal as we were ambushed by paralyzing crab-like creatures, the Chuuls. This encounter ended in a total party kill (TPK), forcing us to restart. It was a humbling experience but one that bonded our team.
  • Fierce Formian Battle: Our session concluded with a fierce battle against Formians, ugly ogre like creatures with sinister eyes. This encounter tested our combat strategies and teamwork to the limit.
The incredible trophy made for the actual tournament!!

Lessons Learned

  1. Pre-Game Planning: It’s crucial to allocate more time for character selection and understanding character abilities. Knowing who will play which type of character and having a strategy for dungeon interaction can save valuable time.
  2. Team Urgency: The competition format instilled a heightened sense of urgency. Quick decision-making and effective communication became our focus, improving our overall gameplay.
  3. Adaptation: Adapting to the competition’s fast pace was challenging but ultimately rewarding. By the second half, we found our rhythm, coordinating efficiently as we navigated the labyrinthine caverns.

We ended the adventure with a score of 8 points, which included a -5 penalty for the TPK. While this might seem modest compared to the winning team’s 18 points, we considered it a solid performance for our first competitive run. More importantly, the experience was incredibly fun, thanks to Rich’s masterful DMing.

More Competitive D&D?

This competition has whetted our appetite for more. We’re already planning to enter the next tournament with lessons learned and a renewed sense of strategy. If you’re considering a competitive D&D experience, we highly recommend teaming up with friends and diving into the challenge. It’s an unforgettable way to test your skills and deepen your love for the game.

See you in the next adventure!