Numetal/Retromux
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@Wizz This.
I, and others, stuggled to come up with IC reasons to deal with this character, and staff knew it. I, and many others, reported this player’s OOC rudeness to staff repeatedly. (Including a comical moment where the staffer told me how they’d had a talk with the player about their rudeness and the problem was solved, while at the same time the player was paging me rudely, and I told the staffer that was happening and the problem clearly not solved.) Staff knew.
I don’t mind an antangonist/antagonizing PC around. That’s fun. Having to force my character to act against his own interests in order to participate was the problem. Having him launch a suicide attack is, y’know, the same damn thing.
The lesson is more: a) Listen to players when they say another player is a problem, and before they decide to give up and leave or try to blow up the game and leave b) restrain your model-world building at least to the point where you do not need to assign plot-armour to PCs, ‘fudge’ rules to save them from their mistakes, or put up with them being rude, because losing them would lay waste to the setting, and c) Avoid Retro, where supposedly a player who enjoyed such a situation, considered it fair and cool, and bitched about how hard done by he was that nobody liked him, is staffing.