Stormborn
Explorer
How about having a section where the encounters are not combat realted? Where the risk is reputation or rewards. Where PCs are both expected and encouraged to use roleplay or skills to succesfully navigate the encounters. Of course the succes of that will largely depend on the PCs in question. You could spot light the PC of the young lady in question by tying the encouters to her specifically, forcing her to make decisions.
Also, any time PCs are dithering somewhere you can force the issue with time limits and random encoutners. Show them that sometimes its more dangerous to hesitate than to leap.
Plus, realize that "no deaths" does not equal "PCs win" as you try to get them to realize "death" does not equal "you loose." I completly appretiate the "simulationist" style, but the phrase
" 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. "
suggests that there might be some underlying resentment about the play style they are more comfortable with.
Not saying change it, just make consequences, both good and bad, more than just the dice rolls. Mainly to make them more decisive, as they see that even if they "win" every encounter by being careful they can loose the over all objective, or face consequences they didn't consider.
Perhaps if you told us more about the specifics of the PCs and the camapaign we could offer more specific advice on easing them into being more heroic.
Also, any time PCs are dithering somewhere you can force the issue with time limits and random encoutners. Show them that sometimes its more dangerous to hesitate than to leap.
Plus, realize that "no deaths" does not equal "PCs win" as you try to get them to realize "death" does not equal "you loose." I completly appretiate the "simulationist" style, but the phrase
" 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. "
suggests that there might be some underlying resentment about the play style they are more comfortable with.
Not saying change it, just make consequences, both good and bad, more than just the dice rolls. Mainly to make them more decisive, as they see that even if they "win" every encounter by being careful they can loose the over all objective, or face consequences they didn't consider.
Perhaps if you told us more about the specifics of the PCs and the camapaign we could offer more specific advice on easing them into being more heroic.