I just got done with running the latest session of my DnD 4E game and it was a doozy. (Yeah, I like the new edition, DEAL WITH IT!) We had two PC fatalities, with one of the players accusing me of being a killer GM.
Let me give some background. The campaign is set in my own spin on the Points of Light setting with some added steampunk elements and an anything goes policy for races and classes which has worked well so far. For the latest adventure, I've been using a published module from Dungeon set in Ebberon which I modified the back story of to fit my world.
The premise of this adventure was that they were sent to secure and reactivate a lost arcane factory from a great war a hundred years prior by the heir to the empire of Nerath. Problem is, someone else had this same idea. An Eladrin artificer named Jelia hired some mercenaries to secure the facility for her Eladrin kingdom, in secret so she could take all the credit for herself. Problem for her was that her mercenaries turned on her and the facility awoke a living construct dragon named Calamachia, that used her own mercenaries to coerce this elf into serving her through blackmail and threats of violence.
So, the players have fought their way through this dungeon, have heard about this whole situation a couple sessions ago from Jelia's lover who they freed. They get to the bottom level and go into the room where Jelia is working. That is where this session begins. As I usually do, at the begining, I remind the players of the plot points to try to clear ambiguity that they may have that their characters don't. We have a new person who joined last session, a halfling ranger who I will call "Dave." We have a player who couldn't make it, who we'll call her "Sarah," an Eladrin Warlord is being played by another new person. We have a player who is the party Rogue, who interprets this as being the party thief who likes to pick pocket peasants, that we'll call "Bob." And one other player who is a Goliath Warden who we'll call "Newt." We don't have a "Brian," thankfully.
The players enter the storeroom where Jelia is being coerced into working with her homoculii body guards. The module has her as initially distrustful of the PCs and skeptical if going against the dragon is a good idea consider all of the violence that will come to her and her family if she betrays her. Not to mention that hiring mercenaries to secure the facility for personal gain could get her in trouble. So the module has a skill challenge, a relatively easy one to convince her side with the PCs. If they fail, or if the PCs are violent, she will become hostile, doing her duty of stopping intruders.
I have the players roll initiative. The substitute player for the warlord does what I would consider to be the natural thing and starts trying to make a diplomacy check, telling this woman that she is in good hands. Bob and Dave, however, out of character reasons that he will get more XP for killing Jelia. I tried to explain the situation. Dave, who joined the game last session, whose entering the party in the middle of the dungeon was justified by him being a member of Jelia's party before her mercenaries turned on him and her justified his hostility with the excuse that his character believed he was double crossed by Jelia. I explained that this was not the case and he would know that and told them mechanically, skill challenges are worth xp as well so this wouldn't hold up as a good strategy even if you were meta-gaming.
Bob and Dave decided to sneak attack her servants anyway, starting combat. The Warlord, tries use her diplomacy skill to get the parties to stop fighting, which worked to calm her down and Bob begrugingly went along with it. Dave however decided,


it! I want XP! and sucker punched her when she lowered her guard. A few rounds of combat later with the Warlord making feeble and ineffective attempts to convince them to stop fighting and Jelia, weakened, is able to get out the door and run for the Dragon's chamber, declaring the "heroes" to be a bunch of thugs and she is better off working for the Dragon.
In all fairness, I think I gave them chances to gain an ally and make the final boss fight much easier, or at least fair but at the same time, being a sociopath in character and refusing to gain a useful ally in favor of using the non-hostile NPC as target practice to be looted had consequences. After a rest, they enter the forge chamber where the dragon, a level 9 solo, now has Jelia with her to help in the boss fight. Jelia, would have helped the party or at least not helped the dragon if the party had even tried the skill challenge as I had modified it, but now this seventh level party had to fight the higher level solo boss AND Jelia, an elite controller with both of them expecting the party.
The battle does not go well. The party is forced to retreat from the dungeon, failing the mission. Bob and Newt are both killed with Bob accusing me of being a killer GM because the boss fight was probably well over the XP budget. Now I am not a grognard and I generally follow the philosophy that the encounters change to reflect the parties abilites rather than being something static that could be well above or well bellow the parties abilites. At the same time though, if there is no possibility of losing due to bad team work and bad decisions that would logically lead to encounters becoming harder, it makes winning a little meaningless.
Still, Bob, who has for the most part been a good player in other sessions, this bad session not being an example of that, left very mad and didn't have much fun. I feel that perhaps I missed the ultimate objective of running a game. I allowed him to get a true resurrection from the emperor who he was working for since he was attached to the character but he was still upset about not having his magic items and said that losing them meant that the game was not worth coming back too. I have already lost three players due to one of them joining the military real life and with her gone her little brother and boyfriend stopped coming and I would really rather not lose people who have been in the game since the beginning.
Do you think I handled this session appropriately? Was I too hard on the players? Was negatively reinforcing poor judgment worth potentially alienating Bob?
Let me give some background. The campaign is set in my own spin on the Points of Light setting with some added steampunk elements and an anything goes policy for races and classes which has worked well so far. For the latest adventure, I've been using a published module from Dungeon set in Ebberon which I modified the back story of to fit my world.
The premise of this adventure was that they were sent to secure and reactivate a lost arcane factory from a great war a hundred years prior by the heir to the empire of Nerath. Problem is, someone else had this same idea. An Eladrin artificer named Jelia hired some mercenaries to secure the facility for her Eladrin kingdom, in secret so she could take all the credit for herself. Problem for her was that her mercenaries turned on her and the facility awoke a living construct dragon named Calamachia, that used her own mercenaries to coerce this elf into serving her through blackmail and threats of violence.
So, the players have fought their way through this dungeon, have heard about this whole situation a couple sessions ago from Jelia's lover who they freed. They get to the bottom level and go into the room where Jelia is working. That is where this session begins. As I usually do, at the begining, I remind the players of the plot points to try to clear ambiguity that they may have that their characters don't. We have a new person who joined last session, a halfling ranger who I will call "Dave." We have a player who couldn't make it, who we'll call her "Sarah," an Eladrin Warlord is being played by another new person. We have a player who is the party Rogue, who interprets this as being the party thief who likes to pick pocket peasants, that we'll call "Bob." And one other player who is a Goliath Warden who we'll call "Newt." We don't have a "Brian," thankfully.
The players enter the storeroom where Jelia is being coerced into working with her homoculii body guards. The module has her as initially distrustful of the PCs and skeptical if going against the dragon is a good idea consider all of the violence that will come to her and her family if she betrays her. Not to mention that hiring mercenaries to secure the facility for personal gain could get her in trouble. So the module has a skill challenge, a relatively easy one to convince her side with the PCs. If they fail, or if the PCs are violent, she will become hostile, doing her duty of stopping intruders.
I have the players roll initiative. The substitute player for the warlord does what I would consider to be the natural thing and starts trying to make a diplomacy check, telling this woman that she is in good hands. Bob and Dave, however, out of character reasons that he will get more XP for killing Jelia. I tried to explain the situation. Dave, who joined the game last session, whose entering the party in the middle of the dungeon was justified by him being a member of Jelia's party before her mercenaries turned on him and her justified his hostility with the excuse that his character believed he was double crossed by Jelia. I explained that this was not the case and he would know that and told them mechanically, skill challenges are worth xp as well so this wouldn't hold up as a good strategy even if you were meta-gaming.
Bob and Dave decided to sneak attack her servants anyway, starting combat. The Warlord, tries use her diplomacy skill to get the parties to stop fighting, which worked to calm her down and Bob begrugingly went along with it. Dave however decided,




In all fairness, I think I gave them chances to gain an ally and make the final boss fight much easier, or at least fair but at the same time, being a sociopath in character and refusing to gain a useful ally in favor of using the non-hostile NPC as target practice to be looted had consequences. After a rest, they enter the forge chamber where the dragon, a level 9 solo, now has Jelia with her to help in the boss fight. Jelia, would have helped the party or at least not helped the dragon if the party had even tried the skill challenge as I had modified it, but now this seventh level party had to fight the higher level solo boss AND Jelia, an elite controller with both of them expecting the party.
The battle does not go well. The party is forced to retreat from the dungeon, failing the mission. Bob and Newt are both killed with Bob accusing me of being a killer GM because the boss fight was probably well over the XP budget. Now I am not a grognard and I generally follow the philosophy that the encounters change to reflect the parties abilites rather than being something static that could be well above or well bellow the parties abilites. At the same time though, if there is no possibility of losing due to bad team work and bad decisions that would logically lead to encounters becoming harder, it makes winning a little meaningless.
Still, Bob, who has for the most part been a good player in other sessions, this bad session not being an example of that, left very mad and didn't have much fun. I feel that perhaps I missed the ultimate objective of running a game. I allowed him to get a true resurrection from the emperor who he was working for since he was attached to the character but he was still upset about not having his magic items and said that losing them meant that the game was not worth coming back too. I have already lost three players due to one of them joining the military real life and with her gone her little brother and boyfriend stopped coming and I would really rather not lose people who have been in the game since the beginning.
Do you think I handled this session appropriately? Was I too hard on the players? Was negatively reinforcing poor judgment worth potentially alienating Bob?