"As you enter the dank cavern, you realize that the aspect of the light around you has changed. The light feels more organic, like the very walls around you are living, breathing organisms that project the subtle radience that allows you to see. Up ahead, a great chasm yawns breaking up the cavern so that you cannot easily reach the other side. The smell of mildew permeates the air and the ambient moisture has your entire bodies coated in a thin sheen of heavy water vapor, tasting on the tongue like lead and age, and wild disuse..." 'hey now, the rules clearly state in chapter 5, under weather and terrain conditions that....'
That's right, everyone has seen one, a rules lawyer. Just as you begin to get into the thick of a great adventure. The DM is painting the picture, your suspension of belief is running full force, you can almost feel the pummel of your sword in your hand... and then there he is. Something in the game doesn't jibe with his own belief of how the rules should work, or more likely, some advantage he has planned for through the rules and his knowledge of them is going contrary to the scenerio the DM is putting forth.
A good knowledge of the rules of a game is actually an asset to the playing of that game. By knowing the rules, you can help prevent yourself from breaking them and doing something that would disrupt everyones play accidentally. A rules-lawyer, on the other hand is someone who memorizes the rules, and more specifically, how the rules are worded, so that they can be taken out of context or contrary to the spirit of the rules in order to grab the advantage for themselves. When these specialized versions of munchkins sit down at your table, be you the player or the DM, you begin to roll your eyes, doodle on the side of your character sheet, and strongly reconsider joining that chess club down the street instead of wasting your time with the hours of arguments that you see in your future.
This doesn't have to be the case at your table. There are ways to handle such players without breeding that overwhelming negativity that comes from a disagreement with friends. I say friends, because D&D and other roleplaying games are social endeavors and thus should be something you do with friends, or at least friendly acquaintances. When friends have a disagreement it can ruin friendships so you have to be extra careful on how you approach such situations.
First, always explain to players at your table, if your the DM, that this is your home game.
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Role-playing tips: How to deal with a rules lawyer
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