Another question discussing alpha gamers which might be relevant.
Alpha gamer is a type of player in cooperative games, who effectively makes a decision for another player.
On tables, I'm usually the guy who generally figures out that doing something is a bad idea. Examples include shooting the Big Bad Evil Guy surrounded by goons, walking into an explosive trap, blowing up the walls of a submarine with us still in it, etc.
Since reading the linked post above and hearing player complaints, I have come to realize that my actions constitute a form of alpha gaming. And as a result I have stopped offering suggestions in that regard.
Here's the problem: the mistakes they make (which are largely unintentional, I think) are impeding my characters and others (which, in some cases, my objectives with these characters is to make as much money and xp) in some cases.
Example 1 (Cyberpunk Red):
We breach a compound and neutralize the threat posed by Johnny Badguy, securing the common area. We notice a door near the common area that is slightly ajar and stack up on it. Just before the breach I realize there's probably a good reason why nobody came out of that door during the fighting. I suggested to my breaching buddy that the door might be trapped. She figures it's probably fine. I suggest again, whether she wants to check the door for traps. (We were under no immediate danger). She figures it's probably fine again. I let the incident go. As it was her turn, I could not move my character as she pushes open the door and we get set on fire.
Example 2 (Pathfinder 2E):
We prepare to infiltrate a highly guarded palace. I suggest aggressive recon of the site, including disguising ourselves as workers. The party suggested busting in guns blazing. I did not press my opinion of stealth, and we busted in. We lost 2 PCs.
Example 3 (CP Red):
We stake out a compound that we (based on recon) know has automated defenses. Naturally, caution was to be held as I encouraged the team to take a slow approach. This worked out and we were able to neutralize turrets before they could be activated. Until one of the party decided that the place was clear and ran ahead, activating the final turret. Thankfully we killed it before it could do damage.
I have already talked to other players about this, but ultimately due to some of these games being part of Westmarches, I cannot reliably use a session zero tool every time I play with previously unencountered players.
I am unsure what's the best way to proceed and need methods to make this work better at the table.
Specifically, what I can do to negate the negative elements of alpha gaming (which causes player dissatisfaction), as the act of not "alpha gaming" also seems to cause player dissatisfaction. Please let me know if more info is required.
To Less Determined Readers
- Stopping other players from making mistakes causes player dissatisfaction.
- Not stopping them places PCs at unnecessary risk and also causes other player dissatisfaction.