Player so afraid PC will die that she's not having fun

ForceUser

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Heck of a title, eh?

Let me preface this by saying that I am the DM in question, and that I am aware of some mistakes I have made with this player and her group. First, I tried to dictate the game dynamic. Every group has its own dynamic and finds its fun in its own style; what I did for a long time with this group was try to enforce a style of play that they were not familiar with. It was a playstyle that works with an older group that I game with, and we have so much fun together in that older group that I wanted to capture that experience and bring it to the newer group to share with them. The results have been mixed--being that they are a group of new and new-to-D&D players, not to mention an entirely different group of people, I have been frustrated on several occasions because the DMing style I use with the old group doesn't elict the same reactions from the new group.

Let me explain. Among the old group, we have all been gaming together for anywhere from 7 to 25 years. We are all guys. We joke constantly. The DM jokes about killing the players and the players joke about the DM being a rat bastard, but it's all in fun and everyone knows it, so we share a laugh together as old friends. When I use these same jokes with the new group, they fall flat--the players in the new group, friends of mine for less than two years, take me seriously. Some of them think I'm actually out to kill their characters, and an early TPK didn't help matters. Couple this with the fact that one of these newer players has played RPGs other than D&D for 20 years, with a very different playstyle that I can only sum up as "let the players win," and this makes for a situation I have never encountered.

Some of them think I'm out to get them. They actually think my intent is to develop a world, work with them on their place in it, develop the story of the campaign--so I can whack them when they screw up and laugh about it. My relationships with these players isn't bad, though there have been misunderstandings and disagreements. But its as though they think that I think the point of the game is to kill PCs. I have directly addressed this issue with them on more than one occasion, explaining how I am a "simulationist" gamer and that's how I run my game, by letting the dice fall where they may and accepting the consequences as a new story twist. But I have been told that some players still feel I'm out to get them.

I must confess, I am at a loss at this point. With the player in question, the one in the title of the thread, I am completely flummoxed. When asked if she was enjoying the game, she responded that she enjoys herself sometimes, but that she's so afraid that her character will die--in part because of the early TPK--that she finds it hard to immerse herself in the character and enjoy the roleplaying, because she doesn't want to get attached to a PC that could die at any time. Mind you, she's been playing this PC for a year now, with a couple of close calls but no deaths. I have tried to explain that in my view, adventuring brings great risks sometimes, but also great rewards, and that adventurers tend to be daring folk willing to take risks. I have asked her what I could do to make the game more fun for her, and her response was that I shouldn't change the way I run my game for her. She shows up every game day and plays, but there's this aura of gloom about her at the table that I feel is somehow my fault.

It's not just her, though. The whole group suffers from a decision-making disorder at this point, so paralyzed with indecision because they don't want to make a wrong move and all die, that they took half an hour last session just to decide whether or not to pick a lock on a door. Nobody wants to be the person responsible for a party wipe, so nobody takes charge. Everyone offers an opinion, and the opinions float around like ballons, aimlessly, and they hash and rehash each decision until everyone is frustrated with the group's inability to be decisive. And as a DM, it's painful to watch. And somehow I have led them to this by simply letting the dice fall where they may.

How can I encourage them to act decisively? How can I assure them that their characters aren't going to implode on contact with adventure? How can I challenge them without frightening them? How can I stay true to my DMing style without further alienating my players? Has anyone else had a similar DMing experience?
 

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ForceUser said:
How can I encourage them to act decisively? How can I assure them that their characters aren't going to implode on contact with adventure? How can I challenge them without frightening them? How can I stay true to my DMing style without further alienating my players? Has anyone else had a similar DMing experience?

Try action points. They're in d20 Modern and Eberron. Its basically giving your players a "get out of jail free" card, which it sounds like they feel they need.

You could also adjust the encounter difficulty. For example, if the party is level 4, just throw Encounter Level 3 combats at them. Or mix it up, so that you have a bunch of threes but have a five at the end (where they know its coming up and can expect it).

From there make sure to confine your rat-bastardlyness to the NPCs and the plot, but not the actual encounters.. At least for a little while, until the group starts having fun with their characters again.
 

Have you considered using fate/force/hero points? A lot of times players it's not that they are afraid their character will die, it's that they are afraid of the single blown saving throw, enemy crit, or whatever that takes them down through no fault of their own. Giving them a limited chance to mitigate a bad roll can encourage more active participation. This requires you to be a little more flexible, but I definitely think it would be worth it in this case.

Plus what Biggus Geekus said. (Glad to see you around again -- I still smile every time I see your avatar)

Also, consider this. It's all well and good to consider yourself some sort of 'simulationist purist' by letting the dice fall where they may. In a wargame or one-off, that's fine. The players have little investment in the characters. But in a long-running campaign, randomness favors the DM. It doesn't matter to you how many mooks roll a '1' when saving against a disintegrate, but it sure matters to the players. I'm not suggesing you fudge every roll that might come along, just keep in mind that the PCs are going to be on the receiving end of a lot if dice rolls.
 
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Some questions to you first if you don't mind;

1) How often has the party met with success? I don't just mean scraping by an encounter with everyone at single digit HP and no spells left. But a true resounding success where the literally walked all over their opposition though a good plan, bad tactics on the bad guys part or what have you.

2) How often do they actually come up with a plan only to have it foiled? Granted the villians can react to and set up ambushes for the party but are you playing those Int 8 Orcs nice a dumb? Do mindless vermin lay the most cunning of ambushes?

I am not trying to insinuate anything but I just want to get a feel for how well the party has done up to this point. Obviously the TPK is a big thing but you said it happened a year ago? How much true success has the party gotten since then?
 

Ease up on them and change your style of DMing. Newbies need to be handled differently. Ixnay on the TPK jokes. In time, they'll lose their fear of dying all the time.
 

Blackleaf - No!!!!

Sorry to quote Jack Chick, but to me as a long time gamer, it wouldn't be a good campaign without the constant fear of death. Tell them if they really put themselves into Medieval Times, most of them would live in fear of death their whole lives - from disease, from war, and just the plain unhealthiness of the times.

However, as a long time gamer as well, I don't think you should have too much party death. If somebody really screws up (2nd level PC charging a giant when the rest of the party was retreating...) then, let the dice fall where they may. However, I do think with a less experienced party, you should have some sort of Deus Ex Machina to rescure them from a tough situation once per campaign.

As an example from many many moons ago... we had a large group of PCs and at an early climactic point in the campaign, we helped defend a dryad's grove from marauding orcs, ogres and other evil humanoids. After the battle, the dryad rewarded us with special weapons that seemed a bit too powerful for a mere dryad. (out of game it seemed that way, not in game) Down the road, we had a really tough battle and 3 PCs apparently died. However, when we helped the dryad we were somehow defined as heroes out of a prophecy and, the dryad was actually working on behalf of a goodly goddess when giving us these swords. Well, one of the swords had a trigger that would notify the Goddess if its wielder fell in combat... and, after the battle, the Goddess pointed us to a church of hers to have the fallen PCs resurrected free of charge. While it sounds too gimmicky on here, it worked well in game, as it was several months of real time and in-game time down the road.
 

Definitely ease off of the player killing jokes. Give them a series of encounters where they absolutely thrash the opposition (confidence builder) and don't take it away from them by pitting them against some huge baddie in the same session. The action points are a solid idea for this group, Im surprised that your use of them has not bolstered their confidence any. Have local townsfolk treat them as heroes and shower them with adoration (another confidence builder). If all else fails, have an out of game talk with the group and simply explain to them what direction you are going with the game and ask them what direction they wish to take the game in. You can probably find a nice middle ground in there somewhere.
 


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