How to Deal With Competitive Players
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Okay, so let me get this out of the way first since people like to go crazy whenever I post about something that could be even slightly controversial. I’m not going to start an article entitled “How to Deal With Competitive Players” without this…Disclaimer: Competition is NOT a bad thing.
Competition is what makes you better, it provides innovations in business, and is the basis for all sports. Having said that, roleplaying is about having fun, not beating the snot out of other gamers at the table. So for the purposes of this article, we’ll assume that you may have one or more competitive players at the table that are causing problems.
What do you do when you’ve got two players always competing over some aspect of the game? Or a player that always feels he is competing against the game master? Or you can’t get a passive player into the game because of a more competitive player’s overbearing actions? No two people are the same or react the same to a given situation. In your game you may have a variety of players that could include team players, passive players, overly aggressive players, smart players, negative players, selfish players, or competitive players.
Roleplaying is a highly statistical game, where every time you do something you have the chance for success or failure. In a failure-oriented environment, a competitive player is always going to want another chance to succeed. The game itself is a competition and defeating more enemies, getting to a location quicker, or finding a hidden item faster than other players is what the competitive player lives for. But what can you do when two competitive players start butting heads? Or one competitive player starts overshadowing one of your more passive players? Or your smart player never really gets a chance to get his thoughts off the ground because your competitive player charges ahead too quickly?
In sports, you’d normally foster this competitive spirit in your player. But you can’t really promote it further in your game if it is causing you problems. That could just make things worse! So what can you do?
Competitive Player vs. Passive Player
When you get a competitive player and a passive player together, usually the result is always the same. The competitive player leads and does everything, the passive player follows. To remedy this for a passive player, you can put them in a situation where it requires them to be aggressive. Put their character in a situation that requires them, not someone else, to get aggressive or something negative happens (like his character dies). Instilling that aggressiveness and competition in a passive player is going to require communication, motivation, a sense of what the player needs, and then providing it. Bring the passive player up instead of knocking the competitive player down.Competitive Player vs. Competitive Player
What about two competitive players that are constantly going at it with each other? Maybe there is one player that seems to get the better of the majority of competition situations and the “loser” is starting to feel dejected. Then they start competing harder, and pretty soon the melee is at the table… out-of-game. Then level the playing field a little. Create a competition that pits these two players against each other, but the “loser” has an advantage. Give each of them their day in the sun. That is what competitive players live for. Make sure one doesn’t hog the glory all the time. You’re going to have to do this subtlety, and honestly it could backfire big if the “loser” loses again even with the odds stacked for him. But that’s where your skills in fixing problems come in.Competitive Player vs. Team Player
What can I say, team players rock. These are the guys that put everyone else at the table before themselves and can really make the game sessions fun for everyone. But sometimes a competitive player can overshadow your team player and bully them out of the spotlight, cause lets face it, team players aren’t necessarily always the most aggressive or best players. In these situations, you want to keep expressing a team-oriented approach to your team player, help him stay positive, and hope his attitude starts to get contagious to the competitive player. Most competitive players aren’t stupid; they’ll figure out eventually that they’re causing rifts with other players.Competitive Player vs. Smart Player
I would say this is probably more of a level playing field than our previous examples, because often smart players can figure their way out of bad situations. But what happens when your competitive player starts competing against your smart player and causing issues. Smart players do things subtly. And honestly, they usually don’t have too much problem dealing with a competitive player. So put an obstacle in the game that your smart player is going to figure out, but the competitive player might stumble on. The smart player wins and gets his moment in the sun, and your competitive player probably learns something. This can help turn your competitive player into a smart player, and actually benefits both of them.Competitive Player vs. Game Master
Oh crap, now you’ve done it. You’ve got a competitive player in your face bragging about how he just wasted your minions. Next time I suppose you could just put him against hopeless odds that slay his character deader than a doornail and show him who is boss. Right? WRONG! That’s just going to make things worse with a competitive player and he’ll get even more competitive with you. This situation is where a cooler head is going to prevail. Set your competitive player up for success. Congratulate him when he gets a huge hit on one of your NPCs. But also disassociate yourself with the idea that it is you against him. You’re just setting up the scenario so he and the other players can hopefully succeed. Make him aware of this and the fact that you want them to succeed, and you’re happy when they do. A competitive player will stop seeing you as the competition, and start seeing those dreaded obstacles you set up as the competition.What techniques do you use to deal with competitive players that cause problems at your gaming table?





December 19, 2008 at 10:03 am
Batter him with a +3 Maul until victory!!!
I think your advice is spot-on with regard to dealing with a competitive player. It IS annoying when a player laughs at their destruction of your bad guy. I do think that since I started saying, “Good job” or Good hit” to that, it actually has started to go away.
I will have to say, one thing that helps a player become a competitive player is the DPR factor (Damage Per Round). Our game seems to scream “How can I eke out every possible advantage to maximize my damage potential?” I think that game mechanic pushes people to become competitive players.
Something else that pushes players to become competitive players: “Why would I spend time investigating or milling about the tavern/town, especially when I could be earning experience by killing… that guy?. I need to do some grinding.”
I’m thinking of also awarding experience for roleplaying, not just encounters and skill challenges. I mean, we’re all playing a roleplaying game, right?
December 19, 2008 at 3:08 pm
I think the skill challenges in D&D 4e are an awesome way to allow someone to be competitive, but not in combat. You just have to make sure there is more roleplaying than roll-playing involved.
December 19, 2008 at 8:28 pm
Great post, as usual and I agree with all of the points brought up.
Chris: I think it’s natural for the players to feel gratification when killing a boss or a hard encounter and sometimes the laughter or perceived mocking might be more of them just letting out a sigh of relief knowing that the encounter is over. The one thing I think that can be hard from a GM’s perspective is separating the NPC’s from them sometimes. I wouldn’t take what the players are directing towards the Boss personally as it probably just means you did a good job and really built up the hatred between the characters and the boss (which is as it should be).
Personally I’d shy away from trying to reward for RP encounters as it’s a VERY subjective call on who or why to RP with or to and, at times, it could easily be misconstrued as playing favorites to the people that might have characters that are naturally suited to the situation more.
December 19, 2008 at 8:42 pm
I think the worst thing that could happen as a game master is seeing a good NPC died. Maybe you had all these cool plot ideas based around that NPC for the future of the campaign or a great storyline for him. But then a lucky player crit, or something you hadn’t anticipated, gets your NPC wasted.
It’s frustrating, but honestly, that is part of being a game master. But you’ve got to disassociate yourself with that NPC. There will be other NPCs! There will be other good ideas!
December 20, 2008 at 3:26 pm
Let me elaborate: For a skill challenge, everyone must participate in order for the group to get experience. – But that’s not what I’m talking about. I was referring to awarding some XP to the group (as a whole) for random roleplaying. Even if only one player made the effort, I might still award it as group XP. What you said is true – doing it differently is too subjective, and more work than I think I want to do. I think that I would just keep our game as is, and then award group XP for non-skill challenge social encounters as a bonus. It will only encourage more roleplaying for everyone (and at their own pace/comfort level), leveling the characters a little faster.
Sorry if this isn’t competitive player related.
December 30, 2008 at 10:34 am
When I’ve had to deal with competitive players I usually go with a subtle approach. I develop this approach based on two factors that in my experience, are irrefutable:
The very nature of the game has elements of competition (there are challenges to overcome to suceed).
Competitive people are always going to be competitive.
With these considerations I attempt to channel the player’s competitive nature and use it to my advantage. Most often I try to direct the player toward the competitive elements already present in the campaign.
One device I’m currently employing is the rival party. In my weekly game there is a party of adventurers based out of the same town as the PCs. They are perpetually a “couple levels” ahead of the heroes and are generally percieved by the townsfolk as a more competent band then the PCs. I have used this group as not only a vent for my competitive player but also to foster a bit of competition among the rest of the party.
I also find that occasional “losing” can be effective. Sometimes characters need to fail, at least temporarily. Used carefully this can give the competitive player something to really sink his teeth into; how to come back from defeat. Additionally overcoming a challenge that once bested a party can be a great team-building experience, and that can often have the best effect on the competition centered player.
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December 31, 2008 at 2:28 am
I love the idea of a rival party. I used it a long time ago in a Star Wars D6 campaign and felt it was really effective. I don’t know why I never brought that back up again in a more recent campaign.
Also, I’d say having competitive players is almost always a good thing. Honestly, I’ve had more issues with passive players than anything. Sometimes it is hard to pull a passive player into the game. Competitive players, not a problem at all.
February 5, 2009 at 1:28 am
Nice site. I’ll definitely be back. All the best, George