"I'm gonna wreck it!" |
In previous entries we discussed the different player archetypes, and now is a good time to highlight one of these player types. It is a group of players that a lot of DMs have trouble handling, the instigator. This is the player who is always itching to start a fight, a player who doesn't mind causing trouble and will rush headlong into danger without a second thought. In my own D&D campaigns, I often include the hairy bugbear monsters as a standard playable race, and if there is one on the party the chances are he will be the first to instigate a fight.
This can cause problems with the campaign when his impulsive tendencies don't coincide with the plans and needs of the group. However, there are ways to channel this behavior into something constructive. Firstly, you need to recognize that the instigator's personality is shaped by a need for action, a strong focus on combat and danger, and perhaps a short attention span. Instigators are looking for dangerous things to unfold because they thrive on action. They might even welcome a lethal challenge for their character, so don't shy away from metting out some vicious consequences for their rash actions. Typically a pure instigator is expecting some kind of backlash, but the idea of a straight-up conflict is exciting.
The first thing to remember is that they should have opportunities to instigate when possible. You do want to discourage continous foolhardy behavior, but you can also provide a constructive outlet for all that agressive energy. For some players, the rambunctious action is the game's main draw. Put them in some scenario every so often where going berserk will work in their favor. Just like you want to put in lots of traps for the rogue to disable and feel useful, so you may include bar fights and arrogant goblins to bash.
All of this is acceptable as long as the player doesn't cross any boundaries established by the group. If the instigator is acting out too much, acting out anti-social fantasies or deliberately disrupting the game by attacking everything senselessly, you have a problem player not an instigator. And as we all know, you can only ask a problem player to correct themselves, but you can't force them. Either you can find a way to compromise or not, but try not to end the situation any hard feelings.
The instigator can be useful as a barometer for the game's pacing. You can sometimes decide when to get the action started by recognizing when they are getting antsy. As always, a liberal application of DMpathy is recommended to know when to feed the instigator's thirst for battle. Use your player-centric empathy to read your their behavior and attitude to identify when they are spoiling for a fight. If things have dragged for too long, drop in some ninjas or goblins or what-not. Work in some action, because you can dictate when it happens. In a world of adventure there are always paths to justifiable action sequences.
Of course a needy player might whine for action too often and annoy the others. Temper your DMing technique by your own finely honed instincts. Sniff out that perfect moment to sate the barbarian's appetite for action, and then return to the exploration and puzzle-solving for your more cerebral players! This ebb and flow of the game is what DMing is really about at its core. Master it, grasshopper, and you will be able to snag a D20 from your sensei's hand.
Happy ventures!
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