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

Cyberzombie said:
Not taking pot shots at you (as your style obviously works for your other group) but lots of people (including me, and I think your current group) consider a TPK to be a sign of a bad and un-fun game. I want to play a HERO, be the star of the show, and win in the end. Granted, really dumb moves should end messily, and sometimes characters should die, especially if they're actively sacrificing themselves, but I consider random character death to be bad.

So, while your style works fine for your other group, you're going to have to change some for your new group. Not entirely, but you're going to need to meet them halfway. At least if you want to keep the group. :)

I agree completely. I'm an experienced DM and player, but even I don't like it if I think there's no hope of success. As a DM, I don't want to be the adversary of my players, and as a player, I don't want the DM to be my adversary either. Instead I want us to be engaged in telling a story together. Risk is fine, and stupid ideas should, as Cyberzombie says, end messily. But I play to have my character become a great hero, who can do things I could never pull off. If a DM I didn't know very well made frequent jokes about killing PCs, I'd assume they were the kind of jokes that aren't really jokes. I'd let him kill my character, then I'd excuse myself from the campaign.
 

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Andre said:
We have a player in our group who is much the same - she hates having her characters killed and always feels the GM is "out to get her" when it happens. I plan on using the following idea that Hong posted in another thread:

If I could do it all over again, I might also have a "9 lives" system. Every time you die, you lose a life: this means you wake up at the end of the fight, severely hurt. You start with a set number of lives, and get more when you level up, or when you do something really cool (add other conditions as deemed relevant). This would also let me do away with resurrection as an in-game mechanic, with all the attendant benefits vis-a-vis verism versimil vesirimil believability.

The Twin Crowns campaign setting has a similar mechanic called "gifts". I think it is okay for me to quote a portion of the text, since it is available in the free preview .pdf from here:
http://www.livingimagination.com/products_twincrowns.asp

"When a person is killed, it is commonly referred to as the “loss of a Gift.” This is a sad occasion, but by no means the end of that person’s life. The spirit is not lost, rather it can be easily raised and placed in a newly created body. This common event is known as the Ceremony of Life, and is performed in a Shrine, Temple, or Cathedral by an initiate of the god to whom the site is sanctified, or by a Druid in a Druid Circle.

On the other hand, the loss of the fifth and final Gift is a matter of great consequence, as at this point the spirit travels to the Maker’s or Unmaker’s realm and cannot be raised again. Once the fifth and final Gift is lost, there is absolutely no known spell or power that can return the person to life. Any such attempt to do so is an attempt to defy the Maker’s Plan, and is considered an evil act."

So basically 5 very easy resurrections, but after 5 it is game over.
 

ForceUser,

First, a question: is there no resurrection in your campaign? The scenario you describe seems to indicate that you do not, though one never can tell. If you do allow resurrection, then you might use that reminder as a way to ease the players' anxiety about dying. Explain to them that even if they die, that doesn't mean abandoning a beloved PC.

If you don't allow resurrection, perhaps you should consider doing so for this newer group. It'd allow you to still "let the dice fall where they may" without forcing a permanent consequence on players who don't want that sort of game.
 

DragonLancer said:
The only bad thing about a TPK is that the party probably did something really stupid. Characters are the heroes of the game but theres no way in Hell that you should make the game a breeze just for their benefit. The game, dungeons, monsters, are meant to be a challenege not a walk in the park.
Sometimes random death does happen, bad luck with traps or a crappy dice roll. Don't waste that, live with it.

I don't know the situation of the TPK in question, and I doubt you do either. That said, I have no problem with running a tough game (and I think my players would agree that I don't do them any favors), but a TPK is not the inevitable result in a challenging game.

A TPK is not a "random death". A TPK means the party, either through DM oversight or player misjudgement, was grossly outmatched, and the DM figured killing the entire party was suitable.

Cheers
Nell.
 

I had to deal with the same situation. I don't like to kill a party, but I start thinking tactically (traps, herding, etc.) and pretty soon my players are going nuts.

I had to give them a Panic Roll. You can use it once per game session, and using it means the character automatically gets out of X situation. I use the roll to give me an idea of how (roll of 1: you wake up in a hospital; roll a 20, Moses himself comes down in the flaming chariat).

Players enjoy it, and it was used often enough that we made a house rule. Divine spellcasters can sac a spell as a free action once per panic roll observed. Doing so gives a bonus equal to the spells level to the panic roll, provided the spell caster can see said friend it trouble. 'May God have mercy on your soul" now has a new meaning!! :)
 

Have a couple of adventures where death isn't an option.

Taverns with story-telling, singing contests, and a non-lethal barroom brawl.

Jousts in a tournament where the worst damage is a broken rib.

Maybe a circus visit where the deadliest enemy is a clown with a thrown pie.

Then, an adventure where the party without realizing it defeats the most famous villain in the realm. The villain everyone is afraid of, they found out later that they beat him.

Make the party feel like they really are the best of the best.

Your problem isn't game mechanics. Its psychology.

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?
 

Lots of useful responses here. Thank you. I should say at this point that, as Hjorimir mentioned, I have a tendency to make encounters that are meaningful to the plot more difficult than necessary, and when I forget to be mindful of this tendency players can suffer from overly difficult foes. This tendency is a habit I've developed over the years to compensate for the brilliant tactical maneuvers and excellent teamwork my old school friends commit on a regular basis; with them I tend to tune up the CR and/or EL of encounters, because they are often not sufficiently challenged by level-appropriate foes. My new group, of course, is the complete opposite, and those who have suggested that I ramp down the CRs and ELs of encounters are absolutely right, and going forward I intend to adopt this strategy until they become more comfortable with the rules. Thanks for that tip.

Let me reply to a few folks.

Nellisir said:
I don't know the situation of the TPK in question, and I doubt you do either. That said, I have no problem with running a tough game (and I think my players would agree that I don't do them any favors), but a TPK is not the inevitable result in a challenging game.

A TPK is not a "random death". A TPK means the party, either through DM oversight or player misjudgement, was grossly outmatched, and the DM figured killing the entire party was suitable.
Indeed. I allowed my completely new group to be led astray by a veteran player who happened to be roleplaying his character appropriately. He was playing a fighter with an 8 Wisdom and suggested a frontal assault on an orc lair that they knew to be inhabited by a whole clan of orcs. The three newbies assumed that the experienced player wouldn't lead them astray, and with some trepidation on their parts they unhappily marched off to their deaths. In retrospect, I absolutely should have suggested to the player of the wisest character that the plan seemed foolhardy, and I regret not playing with kid gloves in that instance. Since then, I have taken to a variety of methods of guiding the newer players along--I drop helpful hints through NPCs, I give them Int or Wis checks regarding some courses of action, and in combat I flat-out explain to them what would be the best tactical solutions for a given situation, and why. While doing so, however, I still have a tendency to throw an occasional messy fight at them, or allow them to walk into one. For the most part, however, they destroy their opponents even as they fearfully shrink from them.

Cyberzombie said:
Not taking pot shots at you (as your style obviously works for your other group) but lots of people (including me, and I think your current group) consider a TPK to be a sign of a bad and un-fun game. I want to play a HERO, be the star of the show, and win in the end. Granted, really dumb moves should end messily, and sometimes characters should die, especially if they're actively sacrificing themselves, but I consider random character death to be bad.

So, while your style works fine for your other group, you're going to have to change some for your new group. Not entirely, but you're going to need to meet them halfway. At least if you want to keep the group
I agree. Do you think that what I have outlined above is meeting them halfway, or should I do more?

For the record, I want the players to become true heroes. I want this badly--for me, heroism is the bread and butter of fantasy RPGs. I just don't want it to be easy; I want the journey to be fraught with danger. I want the path of the hero to be a challenging one, both physically and morally. I want them to choose the heroic path even though it is the harder road to take. I don't want them to abandon self-preservation, but neither do I want them to assume that they will never take significant risks to achieve their goals. Heroes make personal sacrifices for the greater good--the FDNY firefighters who unhesitantly rushed into the WTC knowing full well it could collapse at any moment are true heroes; Conan the Barbarian, cleaver of a thousand enemies, is not. To me heroism is a state of mind, a choice to do the right thing even though it is unpopular or dangerous; heroism has nothing to do with having the ability to lay down an arse-whupping. Those fights will (and do) happen in my campaign, but it is the character who bravely stands up to the powerful necromancer and says "No, your evil stops here"--even though that foe could end him--that is the true hero. Those are the type of heroes that I want to see, and they are what I have tried (and failed, through my mistakes) to encourage.

Regarding TPKs, first let me say that allowing TPKs is a gaming style choice that I embrace. I will not save a party from their own stupidity, and nobody has script immunity in my games. Sometimes ignoble deaths occur, thems the breaks, and I won't lose any sleep over it. The PCs are inhabitants of a world, and that world has rules that it operates on, and sometimes fate, or karma, or bad die rolls, or whatever, will end a character. That said, I am not above flubbing die rolls when I've obviously messed up an EL, and I even un-TPKed the party once when it became obvious that I had made a crucial mistake that would have made a difference to the outcome.

Yeah, I make lots of mistakes, both mechanical and judgmental. I accept this about myself and work to not allow hubris to get in the way of equity when it's pointed out to me that I have erred.

Finally, I agree that the PC-killing jokes ended up being counter-productive, and I no longer say them. Instead, I try to be encouraging without giving away the farm. I think I will take up the suggestion to lower CRs on the whole for a while, to help them build up some confidence. I will also include fewer do-or die scenarios.

Very useful commentary. Thanks again.
 

Lord Pendragon said:
ForceUser,

First, a question: is there no resurrection in your campaign? The scenario you describe seems to indicate that you do not, though one never can tell. If you do allow resurrection, then you might use that reminder as a way to ease the players' anxiety about dying. Explain to them that even if they die, that doesn't mean abandoning a beloved PC.

If you don't allow resurrection, perhaps you should consider doing so for this newer group. It'd allow you to still "let the dice fall where they may" without forcing a permanent consequence on players who don't want that sort of game.

I'll second this. My players of level 5 scrounged up enough gold for a Raise Dead last game, actually. It wasn't painless for them, but between the three of them, they could afford it (temples generally take magial items at full value as trade for the spells).
 

I think Fate Points (not action points) that let PCs be 'left for dead' or otherwise survive a bad situation are the best thing to use, and will help take the perceived pressure off the players. In d20 Conan PCs start with 3 and get more for notable achievements.

Here's my version:
5. Fate Points
I'm using narrative Fate Points similar to those in the Conan RPG. PCs start with 3, most commonly they are used on the player's behalf for the PC to be 'left for dead' after losing a fight (a common occurrence at first level!). They can also be used by GM or on the player's request to get a 'lucky break' in a dire situation, eg help with escaping captivity, a sudden distraction & such. FPs can be gained for major achievements related to the PC's personality & goals, the GM can also award fate points at his discretion if the PC is "screwed over by fate", eg being arrested for a crime they didn't commit
 

Re CRs - I think you can retain 'challenging' encounters (EL = party level, for balanced 4-PC party) but you should be very wary of encounters where EL is higher than the party level, and if one comes up you should emphasise the danger of the situation - "You face the mighty warrior Brakus, slayer of hundreds. One blow of his mighty greatsword can split a man in two..."
or even:
"The orc host advances towards you, and you know that though you could slay many before you fell, surely only by retreat can you hope to live to fight another day..."
 

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