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Aug 22, 2018 at 17:13 comment added ThunderGuppy I love this answer because I believe it gets to the heart of the problem (different, not-really compatible game-styles). However it does skip straight to the nuclear option of packing up and leaving, and I think it could be improved by stressing the value of understanding the problem, and just talking openly with the group about it. (And perhaps then suggest some of the other solutions presented here to see how the group feels about them)
Aug 22, 2018 at 9:00 comment added Philip Kendall @Theik Talking to the rest of the group is assumed to have happened for you to know "if the rest of your group aren't happy".
Aug 22, 2018 at 8:41 comment added Theik My point wasn't really that the group shouldn't decide, but it's something you should communicate with the DM beforehand. The answer kind of hints at some sort of "go around your DM with a player rebellion" kinda deal by talking to the player and asking them to leave, instead of including the other people (especially the DM) in the conversation.
Aug 21, 2018 at 17:43 comment added KorvinStarmast @Theik Social Dynamics wise, it's better to address this as a group, rather than dump it all on the DM. PF is a game the group plays together.
Aug 21, 2018 at 8:58 comment added Philip Kendall If a group isn't enjoying a game, of course they're in a position to ask a player to leave.
Aug 21, 2018 at 8:52 comment added Theik While this is a great answer, I don't think the player is in any real position to ask the other player to leave. This kind of thing is best picked up with the DM, who is in a position to determine where they want the story to go and how optimized they want the campaign to be.
Aug 21, 2018 at 7:08 history answered Philip Kendall CC BY-SA 4.0