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File: n-k-rene-final-1.jpg (556 KB, 1920x2452)
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As a DM how do you get around it when one of your players plays an edgy loner character who doesn't interact with the group.
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>>98628161
"I'm not running a one-man side party. Get your shit together or leave."
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>>98628161
They either follow the group quietly, make a new character who actually wants to participate, or run their own game.
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>>98628161
Exclude them.
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>>98628161
My group dealt with this kind of guy for 2 years, finally kicked him. Ultimately it's a collaborative game, and if one player never wants to collaborate, then don't try to appease them. Save yourself the trouble and the point of tension, just kick them, they will suck the fun and joy out of the game otherwise.

Now if it's just a character problem, and not a problem player, it's a lot easier to deal with. Everyone makes the edgy vigilante at least once in their career as rpg gamers, and I'm sure if you try, you can find a workaround to keep them included while also not forcing the character to change their ways. The whackiest way I've done it is talk with the two players, and have the edgelord be a blood relative to another character, allowing both players to riff on each other in a familiar rivalry, and explaining why the edgelord is a standoffish cunt most of the time.
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>>98628161
Your post lacks information. Does the edgy loner still follow along and help on the adventure or is he completely antisocial and disruptive? Because if he's just quiet and edgy but still is a team player then its not really a problem is it?
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>>98628161
I just twist the campaign or their backstory in way that they're obligated to be a bodyguard for one of the other party members, so then he's forced to follow the party and do what they want to do regardless of what he feels.
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>>98628161
As a DM, you do what you want, because you aren't running a game.
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>>98628161
If it's a problem to you, why even allow such characters? Session zero exist to make sure all characters are fitted for the planned style of playing and any disruptive elements are culled right from the get go.
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>>98629081
Should I really need to ask for this as a rule?
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>>98628161
Kill the player.
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>>98628161
"Cool, while you are brooding off in the corner, the rest of the party what are you doing"
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>>98628161
Make him lead the group. I had an edgelord pariah Ranger that hated civilization get tasked to command a long-range recon patrol by his guild; whole party gets bampfed to another world during that mission, which was verification of an impending invasion by an army of monsters being led by some unnamed Big Bad coming to raze the kingdom, so he made it HIS mission to get the party back home to help fight off the invaders because THEIR civilization was better than what Big Bad was going to do. A bit of higher responsibility can sometimes crack a shell.
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>>98628161
>how do you get around it
You don't.
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>>98629547
NTA, but if you're running into this problem often enough that you felt the need to make a thread about it, then the answer is apparently yes.
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>>98628161
He gets left behind at the tavern.
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>>98628161
It doesn't happen in my gaming groups.
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>>98628161
I have never encountered this archetype. By the time i started playing ttrpgs (2011) this archetype was no longer popular. The annoying fuckers in my time were le horny bard and when 5e got the attention of casuals it became tiefling fag
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>>98629943
>Le horny bard
Like this kinda guy?
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>>98629956
Ok funny but you arent puckee, he doesnt actually interact.
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>>98629943
Whats worse horny bard or edgelord loner?
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>>98629956
kill yourself
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https://www.youtube.com/watch?v=Gd9OhYroLN0
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>>98630003
Horny edgelord bard spell charming and fucking man, woman and child, given the chance.
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>>98632441
God that sounds toxic and cringe af
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>>98628161
I let them. I don't need to do anything. Adventuring (or mercenary work, or scavenging, or whatever word the setting uses to disguise being a drifter) is inherently dangerous. If you play a solo character, then you will almost certainly not have all the tools needed for survival, and you will eventually end up in situations you cannot survive on your own. I do not design encounters to be "balanced" or survivable or anything like it. Things are as they should reasonably be. If a patrol of orcs "reasonably" are a dozen, then that's what they'll be when the RPs stumble into them. A group of PCs will be able to handle that, or at least have some method to slow down the enemy so the PCs can escape. A longer has nearly zero chance of survival on their own. So it's a self correcting problem. Stick with the group, and your survival chances go up. Fuck off on your own, and end up a corpse.



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