As a GM I have always been pretty accomidating but the one problem-player that will always raise my ire will be a guy (who I shall refer to as "Rob") who outright cheated all the time with his character.
Rob was the worst kind of munschkin no matter what game we were playing. We mostly played the old World of Darkness back in the day, with pretty loose settings where the characters could play vampires, werewolves, etc- whatever they wanted.
One time we were making beginning characters for Werewolf: The Apocaylpse. We were all using the character creation guidelines from the book. For those not in the know the characters were leveled by "ranks" in the game, 1 being the lowest and 5 being the highest. Your rank determined what kind of Gifts (or magical/supernatural powers) you got. Obviously Rank 1 characters could only get Rank 1 Gifts (3 of them at character creation). So we all just spent an hour or so making our Rank 1 characters. We had just all finished when I looked over at Rob's sheet (he was beside me). Somehow, someway, Rob's character was Rank 5 and had over 20 Gifts of various Ranks. The lowest attributes and skills were 4 (they are rated 1 to 5, 2 being average, and you are lucky to have one or two at 4 with a beginning character). I immediately called him out and demanded to know what the hell he was doing. Rob did the stupidest thing: He claimed ignorance. He actually claimed he "had no idea" and thought "everything was legit." I called foul, saying that he obviously knew what he was doing since he planned out his Gifts and everything. Then things got even more stupid: Rob then argued that we should let him play the character as is because it would be a waste of time for him to make another character. Needless to say we left him sulking in the corner while we played our game.
But even when Rob was playing a balanced character he managed to be a a-hole. He would often try to kill other player characters "by accident" (throwing grenade weapons in their midst while they were in melee with an enemy) or go out of his way to screw over the other characters so he could "win."
The last game we played with Rob was a Werewolf: The Apocalypse game I GM'd. I made sure his character was balanced. The characters were a werewolf pack claiming some territory and making a name for themselves, pretty simple. The pack decided to clean up some crime in a neighborhood by taking down a drug dealers den. They came up with a good plan and executed it quite nicely, it was a good and simple challange for the players to flex their muscles. When all the drug dealers were dealt with (the werewolves subdued them all and tied them up, planning to call the police afterwards), they found 2 briefcases and a duffel bag. After discovering that one of the briefcases was full of money Rob decided that, since all the characters saw what the briefcase had in it and he couldn't sneak away, he held them up with a pistol loaded with silver bullets. To understand the context: this is a werewolf pack, they have sworn to each other like a close family, they have a spirit totem that makes their unity mystically important- and here was a werewolf betraying all of that and threatening to kill them over money and drugs. I let slip that the duffel bag was full of drugs, which the characters earlier found out was laced with Wyrm toxins (the Wyrm was the big bad of W:TA). Rob just shrugged and said his character would sell the drugs and make more money. So now he was not only betraying his pack he was pretty much in leage with the werewolves sworn enemy. Anyway I didn't make this easy for Rob. He tried to explain how his character holds the other characters at bay with his pistol while he simply scoops up the two briefcases and duffel bag. When I asked him how he would do that he was confused "What do you mean? I just pick them up with my free hand." I pointed out that it would be pretty tricky to pick up two briefcases and a duffel bag with only one hand, while keeping a pistol aimed, so I demanded a roll (with penalties). Rob shrugged, thinking he was awesome and nothing could go wrong. He failed, and ended up with his four ex-pack mates beating the crap out of him, stripping him nude, then using thier supernatural strength to bend metal chair legs around his body to tie him up. They then left him in the locked basement of the house. I was surprised they didn't just kill him, but one player commented they didn't want to stoop to his level.
Already long story short: Rob's character woke up while the police arrived at the house, turned into werewolf form and went on a rampage. Keeping to his idiotic MO he strolled down the public street as a blood and gore encrusted werewolf where he encountered a police firing line that, with the overwhelming firepower, blew away his character to kingdom come.
I never heard the end of it from Rob (we went to the same high school), but that was the last time we played with him (or even socialized). He tried to come back into the group but I vetoed it (I was the best GM in the group and had the majority rule).
So far Rob has been the only player I refused to game with, which is pretty impressive for 15 plus years on pen and paper gaming.
Rob was the worst kind of munschkin no matter what game we were playing. We mostly played the old World of Darkness back in the day, with pretty loose settings where the characters could play vampires, werewolves, etc- whatever they wanted.
One time we were making beginning characters for Werewolf: The Apocaylpse. We were all using the character creation guidelines from the book. For those not in the know the characters were leveled by "ranks" in the game, 1 being the lowest and 5 being the highest. Your rank determined what kind of Gifts (or magical/supernatural powers) you got. Obviously Rank 1 characters could only get Rank 1 Gifts (3 of them at character creation). So we all just spent an hour or so making our Rank 1 characters. We had just all finished when I looked over at Rob's sheet (he was beside me). Somehow, someway, Rob's character was Rank 5 and had over 20 Gifts of various Ranks. The lowest attributes and skills were 4 (they are rated 1 to 5, 2 being average, and you are lucky to have one or two at 4 with a beginning character). I immediately called him out and demanded to know what the hell he was doing. Rob did the stupidest thing: He claimed ignorance. He actually claimed he "had no idea" and thought "everything was legit." I called foul, saying that he obviously knew what he was doing since he planned out his Gifts and everything. Then things got even more stupid: Rob then argued that we should let him play the character as is because it would be a waste of time for him to make another character. Needless to say we left him sulking in the corner while we played our game.
But even when Rob was playing a balanced character he managed to be a a-hole. He would often try to kill other player characters "by accident" (throwing grenade weapons in their midst while they were in melee with an enemy) or go out of his way to screw over the other characters so he could "win."
The last game we played with Rob was a Werewolf: The Apocalypse game I GM'd. I made sure his character was balanced. The characters were a werewolf pack claiming some territory and making a name for themselves, pretty simple. The pack decided to clean up some crime in a neighborhood by taking down a drug dealers den. They came up with a good plan and executed it quite nicely, it was a good and simple challange for the players to flex their muscles. When all the drug dealers were dealt with (the werewolves subdued them all and tied them up, planning to call the police afterwards), they found 2 briefcases and a duffel bag. After discovering that one of the briefcases was full of money Rob decided that, since all the characters saw what the briefcase had in it and he couldn't sneak away, he held them up with a pistol loaded with silver bullets. To understand the context: this is a werewolf pack, they have sworn to each other like a close family, they have a spirit totem that makes their unity mystically important- and here was a werewolf betraying all of that and threatening to kill them over money and drugs. I let slip that the duffel bag was full of drugs, which the characters earlier found out was laced with Wyrm toxins (the Wyrm was the big bad of W:TA). Rob just shrugged and said his character would sell the drugs and make more money. So now he was not only betraying his pack he was pretty much in leage with the werewolves sworn enemy. Anyway I didn't make this easy for Rob. He tried to explain how his character holds the other characters at bay with his pistol while he simply scoops up the two briefcases and duffel bag. When I asked him how he would do that he was confused "What do you mean? I just pick them up with my free hand." I pointed out that it would be pretty tricky to pick up two briefcases and a duffel bag with only one hand, while keeping a pistol aimed, so I demanded a roll (with penalties). Rob shrugged, thinking he was awesome and nothing could go wrong. He failed, and ended up with his four ex-pack mates beating the crap out of him, stripping him nude, then using thier supernatural strength to bend metal chair legs around his body to tie him up. They then left him in the locked basement of the house. I was surprised they didn't just kill him, but one player commented they didn't want to stoop to his level.
Already long story short: Rob's character woke up while the police arrived at the house, turned into werewolf form and went on a rampage. Keeping to his idiotic MO he strolled down the public street as a blood and gore encrusted werewolf where he encountered a police firing line that, with the overwhelming firepower, blew away his character to kingdom come.
I never heard the end of it from Rob (we went to the same high school), but that was the last time we played with him (or even socialized). He tried to come back into the group but I vetoed it (I was the best GM in the group and had the majority rule).
So far Rob has been the only player I refused to game with, which is pretty impressive for 15 plus years on pen and paper gaming.