Suicidal players

awesomeocalypse

First Post
No, this is not a "very special" thread about coping with player depression.

Rather, I'm interested to deal with a problem that, while far from ubiquitous, has shown up occasionally in essentially every edition of D&D I've played. Namely, what do you when a player is no longer invested in a character and/or wants to play something else, to the extent that they want their current character to die so they can roll up a new one, and begin to behave accordingly?

This happened all the time for me back when I started playing with second edition. The party would roll characters up and, barring egregiously low stats, we had a rule that you played the stats you rolled. In theory, this was supposed to encourage us to play characters with a range of stats, and not just get caught up in playing super elite characters. In practice, however, the knowledge that if we died we'd get a chance to create a new character meant that any character who was statistically unsatisfactory was likely to be played as a more or less suicidial maniac, in the hopes that he would die and the player could roll up a character with (hopefully) better stats. I guess if we'd played those badly statted characters to higher levels, we might have become invested enough to want to avoid having to start over with better statted but lower level characters, but since we never really bothered to keep characters with bad stats alive that long it never became an issue. There would just be an early period of attrition with characters dying off until we all had the characters of the classes and races we wanted, with the awesome stats we wanted, at which point we'd actually give a crap about those characters dying.

4th edition, by letting players choose essentially every facet of their character from stats to powers to items, would seem to have solved this problem. Everyone just plays the character they would ideally want to play, so there's no upside to having their character die. But I've noticed that, as soon as there is any discrepancy between the character someone wants to be playing, and the character they are actually playing, this issue rears its head again. For example, after PHB3 came out, one of our players wanted to switch to playing a monk (he'd been playing an avenger). However, his old character we pretty important, at that point, to the lore of our campaign. His relationship to his god, his magic sword, etc. were all important plot elements, such that the DM was resistant to simply letting him reroll a monk. But, of course, if any of our characters die permanently, we can reroll. So lo and behold, that Avenger begins acting recklessly to the point of mania, and the second he died that player had the character builder opened and was building a monk.

Or to use another example, that same DM used to give out treasure that was mostly useful, but never simply corresponded to a wish list, and he would never give enough gold to enchant many at-level items of your choice. However, when rolling new characters of mid or high level, we could choose a few level appropriate items. So, essentially, characters who acquired their items organically didn't get their wish list, but new characters did. This created more than a few situations where a character would die, only to be replaced by an essentially identical character with better items.

It really seems in my experience that the only consistent way to keep players invested in their characters is to let them play exactly what they want 100% of the time (or, if not exactly what they want, then closer to what they want then they'd be able to achieve by simply making a new character). Is this true? Or have others found ways to keep players invested, even if the character they're playing isn't exactly their ideal.
 

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I work with my players to define not only what race/class they want to play, but WHY - what are they envisioning that seems "cool" to them. I then work with them to set them up with unique abilities or aspects of their character that draw attention to these ideas, even if they fall a little outside the rules.

One example: The Elven Ranger in my current game. He has an innate ability to read the emotion of an area (when outdoors) to get a feel for what has happened there before. It's not a power really, it's not something he has written down... it's something I let him in on from time to time. I might describe an area as feeling dangerous, or that something very bad happened here recently... or that a being resided in this place for so long he can almost see their face, maybe make out their race, etc.

I do these for each character based on what they think would be cool/fun - these are unique and let them stand out from their companions in more ways than just what attacks they use, or which skill has a higher bonus than those of their companions. Plus, these abilities evolve and get better, which draws the players in... they want to see where it leads them - just what it will do when fully harnessed, etc.

That aside, and back to your specific points, I assign my players items, so there would be no reseting as you have mentioned -- at the same time, if someone is no longer into their character, I'm all for letting them switch, when i can squeeze it into the story... they may have to wait a game or two in other words. I would rather them play something they have fun with than not. I do this by making sure that while each characters story is compelling, it is not vital to the campaign... no one characters story is holding up the entire campaign in other words.
 

Rather, I'm interested to deal with a problem that, while far from ubiquitous, has shown up occasionally in essentially every edition of D&D I've played. Namely, what do you when a player is no longer invested in a character and/or wants to play something else, to the extent that they want their current character to die so they can roll up a new one, and begin to behave accordingly?
I let them play something else, and I do this long before they try to think of in-game reasons to end their current PC's life.

Some people have an itch to try new things. Some people have an itch to play one dude for a long time. Make the story about the latter (for your own sanity), and let the former be "side-characters" (in a story sense, but still protagonists from a game perspective).

Cheers, -- N
 

Random stat generation. Then you won't know what you're playing until you actually play. Combine that with PCs who start off at first level.

Let them have more than one PC to draw on, though only play one per session.
 

If a player has a track record of doing that, then offer that player the option to play a series of sidekicks, love interests, hangers-on and friendly rivals. Basically, anyone that would be a DMPC. Some people like playing several roles in the play.
 

When I read the thread title, my first reponse was "call the emergency services". I'm pleased to find out that the situation isn't quite as dire as the thread title suggested!
 

When I read the thread title, my first reponse was "call the emergency services". I'm pleased to find out that the situation isn't quite as dire as the thread title suggested!

Haha, I kind of thought the same thing before coming in.

Perhaps it should be called "Suicidal Characters" :p
 


This is highly dependent on what the players exactly want.

If they don't like their character, they're welcome to create another one and switch. I don't see much point in having players being disengaged from the game, due to showing little interest in their present character.

In one 1E AD&D game, the players all wanted 18 in all their stats with maximum hit points by level, instead of rolling for their stats and hit points. I was fine with that, and we played a year every week for this particular game.

I'm relatively flexible about what the players want to do, or not do.
 

Some people have an itch to try new things. Some people have an itch to play one dude for a long time. Make the story about the latter (for your own sanity), and let the former be "side-characters" (in a story sense, but still protagonists from a game perspective).

This is the trick, I think. Ask players to honestly decide whether they want to develop one character all the way through, or change up every so often.
 

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