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I usually just sit down with the player and ask if he or she has a problem with his or her character, the direction of the campaign, etc. If he or she is uncommunicative, I confer with the other players to determine whether they want the offending player to leave the group. If so, I politely inform him or her that he or she is no longer welcome.
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It would be difficult to do since the player could take this as an offense... And we want to keep him, and keep good relations with him :( But we will resort to that if ingame solutions fails.
I'll tell you how it goes :)
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Here's a side thought for you KW.
Do some type of a 'side-trek' game, holodecks are good for this type of game session. The kicker - inform you trouble maker to design and run this session, this gives the GM a break from the norm, and allows the player to see things from the GM's point of view.
Lastly don't let the other players know about the switch, it's more fun that way (evil GM grin). Really though I've had about a 75% success rate with this, 25% of the time it only compounds the problems, however, use your best judgement with this person.
One other item, Calcoran BREATH MAN
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An interesting idea - thanks! I'm not sure if this would work, the guy is already GM for other games (and a good one at that), so he knows what problems GM face...
But the trick could be reused in other contexts :)