I've had a few, and some of them at some point improved, so it's perhaps better not to give up on them, but... THE DUD! The Dud is that particular creature of role-playing that would probably enjoy it as much as a spectator. He likes to play, but is vastly more entertained by what others are doing and saying than entertaining himself.
A few examples of what I've gone gone through: The Dud is told by guerrillas that he will be shot unless he answers their questions. His reaction is to say nothing. Not WITHHOLD information, mind you. He simply says nothing because he can't come up with anything to say. The same player, later that year, allowed the bad guys to drive off in a van while he just stood there, completely befuddled by the event (not to mention he had the only superhero without powers there... he couldn't think of any).That's the particular frustration associated with the Dud. For other players, he's the team member who can't be trusted. For the GameMaster, he's the spanner in the narrative machine, the cog that doesn't do anything no matter what you throw at it. It's a problem because the GM is more likely to get a quiet player involved directly - make things happen to his character, etc. - to make sure his session is as interesting as a more proactive player's. That GM needn't do it, because the Dud is often quite happy just being there.
When being a Dud is an advantage...
I once ran a Paranoia game where a Dud miraculously survived with a couple clones to spare! How? No one - including myself - ever thought about his character. But if your goal is simply to survive, you're acting on the wrong reflex. I'd much rather have players jumping into the fire than constantly skulk well away from the action. It's not role-play if your character acts exactly like you do.
The Dud is not beyond redemption...
My example player came back to the game after a hiatus and had us bent over with laughter. I think it was about finding some self-confidence. Maybe a new game or group intimidates some players. Maybe that hesitation transforms them into duds. Maybe they even made some bad choices during character generation. And maybe if you don't give up on them, they'll learn to become valued members of the party.
What are your Dud stories?
Other Gamer Profiles available on the SBG:
The Monster GM
Mr. Obsessive (Pout)
The Jerk
The Professional GM
The Crook (Gaa-Kar)
The Straight Man (Mitrael)
The Curve Ball (Fireball)
A few examples of what I've gone gone through: The Dud is told by guerrillas that he will be shot unless he answers their questions. His reaction is to say nothing. Not WITHHOLD information, mind you. He simply says nothing because he can't come up with anything to say. The same player, later that year, allowed the bad guys to drive off in a van while he just stood there, completely befuddled by the event (not to mention he had the only superhero without powers there... he couldn't think of any).That's the particular frustration associated with the Dud. For other players, he's the team member who can't be trusted. For the GameMaster, he's the spanner in the narrative machine, the cog that doesn't do anything no matter what you throw at it. It's a problem because the GM is more likely to get a quiet player involved directly - make things happen to his character, etc. - to make sure his session is as interesting as a more proactive player's. That GM needn't do it, because the Dud is often quite happy just being there.
When being a Dud is an advantage...
I once ran a Paranoia game where a Dud miraculously survived with a couple clones to spare! How? No one - including myself - ever thought about his character. But if your goal is simply to survive, you're acting on the wrong reflex. I'd much rather have players jumping into the fire than constantly skulk well away from the action. It's not role-play if your character acts exactly like you do.
The Dud is not beyond redemption...
My example player came back to the game after a hiatus and had us bent over with laughter. I think it was about finding some self-confidence. Maybe a new game or group intimidates some players. Maybe that hesitation transforms them into duds. Maybe they even made some bad choices during character generation. And maybe if you don't give up on them, they'll learn to become valued members of the party.
What are your Dud stories?
Other Gamer Profiles available on the SBG:
The Monster GM
Mr. Obsessive (Pout)
The Jerk
The Professional GM
The Crook (Gaa-Kar)
The Straight Man (Mitrael)
The Curve Ball (Fireball)
Comments
I find it strange that some people can't see the narrative momentum inherent in a sequence of events, sticking to red herrings no matter how much you dismiss them, or failing to see the importance of something you actually invested in.
If it were a movie, they'd be guessing the whole plot. Because it's roleplay, they don't.
keep em coming.
I do, however, play the Dud quite often even in role-playing sims in Second Life. (Although I haven't been on much these days, due to Real Life trumping SL.) On the other hand, I'm simultaneously playing my own Time Lord, but occasionally I do get pulled out of "observer" status. I usually approach it from a tourist perspective.