Thanks for all the replies!
molonel said:
I think you need to chill out, and lighten up.
Good advice.
BroccoliRage said:
Just tell your players that you aren't interested in running the type of game they are going for.
Actually, I don't have a problem running that type of game. It's just that
this game isn't
that game that's the problem.
See, I'm generally of the view that a thing should be what it is, without apology or distraction. So, horror should be scary*, comedy should be funny, and soap operas shouldn't try to be Shakespeare. As such, the way I would plan, structure and run an 'Evil' campaign is distinctly different from the way I would structure and run an heroic swashbuckler campaign. So, when the group seems to want the one, and I'm trying to run the other, there's a problem. But it's not too much of a problem, I think - we just need to switch tracks.
* This is one of the reasons I no longer run Vampire. I was never able to get the 'personal horror' aspect dark enough to be really satisfying... until I did, and found I wasn't comfortable running the game any more!
Bad Paper said:
Sadly, this is not an option. In the group, there's only one other person with the inclination to run a game. And he's apparently far too busy through work. So, it's me, or no game. Which might also not be too terrible, except that the game is our excuse to get together...
Merkuri (and others) said:
Don't engineer a TPK. Talk to your players.
It's never good to force something on your players they don't feel like playing, and I feel like a TPK isn't a good solution to it. They might think of it as punishment. Rather than killing them all for playing your game wrong, give them a game that fits what they want to play.
Yeah, on reflection, it's pretty clear that that's the way to go. I've emailed the group, and with luck we'll get something sorted out.
jollyninja said:
Here's the thing, by wiping the party you have done nothing to change the style of play that your group will want to play.
While that's true, I've never been convinced that it's really the DM's place to change the style of play the group wants. I'm more inclined to the view that if the DM and the group can't compromise on the style, then it's probably better if that DM doesn't run games for that group.
jollyninja said:
Let them play their characters but emphasize the social/political aspect as much as you want. Punish them for not "wasting" ranks on diplomacy or having characters with any natural charm.
I force diplomacy checks for important social situations just for this reason. the player can be as eloquent as he wants but if he's playing a character with a 6 cha and no ranks in diplomacy, that's not how it's going to come out of the character's mouth.
That might have the desired effect in the long term, but in the meantime doesn't it make for a sucky game?