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Time to round up my mini-series, and finish with the last of three gamer archetypes, namely the most vile, vicious and dangerous Spike!

To reference back to Magic once again, you knew that if you went to your FLGS that there be someone who would urge you to play a match against him. Most of  the time, these were fat, snobby kids who got far too much money for their hobby from their parents and who didn’t mind to skip gym class in order to get their favorite chair in the store.  This excess amount of money and time gave them the tools to build vicious decks with the most exotic of combos, and only another deck with the same degree of efficiency could stand tall against them. And should they meet such a deck and even lose to it, these overweight high school pranksters would break into tears and tell you that you cheated or that you had luck on your side. Enter the world of the Spike.

I just hate Spikes, especially when theyre gloomy, emotional vampires in some 90s teenie show

I just hate Spikes, especially when they're gloomy, emotional vampires in some 90's teenie show

Now, I will be dead honest with you: nobody likes a Spike, especially not in a “non-winner” genre like tabletop role-playing games. This is because of two things. One, a Spike ALWAYS wants to win. Two, should a Spike lose he will blame every other player at the table for his most terrible failure. Witty readers will have noticed that a Spike meets a basic problem in an RPG: you cannot win alone. The “victory” in a role-playing game is to experience a thrilling story together, and beat down some evil badasses. Should the party succeed in this, a Spike will claim that it was all due to his magnificent insight into the rules and the world. Should they fail, a Spike will declare his fellow characters AND players to be incompetent tools with the intelligence of a rotten hamster, annoying everyone at the table with his grim visage he keeps intact for the rest of the session.

Most groups will try to either change the attitude of a Spike towards the game, showing him that a role-playing game is more than a lone wolf endeavor. Luckily, most Spikes will understand this after some time, and will soon become more enjoyable fellows. It is not uncommon that a new player starts his “career” as a Spike, until most of his colleagues pull him down from his Throne of Duchebaggery, converting him into the environment-friendly Johnny. Sadly, this does not happen to all Spikes.

So, what do you do with a Spike who just doesn’t want to change his mind? Well, the only “true remedy” would be removing him from the game, for the sake of everyone else. A die-hard Spike in your group is like poisoning your village’s well: sooner or later the other players will stop to show up, infected by the more than irritating attitude of the Spike. And I guess you, my fellow GM, do not want to run a one-man show, right?