As for how it went, the witch provoked the monk into combat with a lightning bolt, but the monk avoided the spell entirely thanks to evasion. The monk then punched the sorcerer first, taking him down to 0HP, he attempted to blast her with a fireball (which was avoided with evasion) and knocked himself to -1 by doing so. The alchemist and fighter began attacking her in melee and range respectively while the witch moved to cure the sorcerer, but the witch provoked an AoO from the movement and was taken down from the hit before she could get to the sorcerer. On the next round the alchemist was struck by both hits of the monk's flurry of blows for close to max damage, which dropped him slightly below 0HP. The fighter then surrendered.
[MENTION=6677945]SnowleopardVK[/MENTION]
Or we could be going about this wrong... How about instead you invite over a guest DM to run a one-shot game? A real killer rat bastard old school DM. Then they'll run back to you with open arms.
Why were they mad? Was there something unfair about the fight, in their perception? Are they mad at you for treating them unfairly, or at themselves for losing?
What module is it? AP?
That's a bit harsh... I didn't use the words "suck it up" at any point, I just feel that they took the loss worse than they should have. Anyways, from their conversation afterwards (what I've heard since posting this topic) they seem to have decided this result was their fault and that they made poor decisions in an encounter that they should have been able to handle. They're still mad at me, though apparently they don't believe I gave them an unfair encounter.
I am still not clear why it was a TPK. Did the PCs fail every stabilizing roll? Also if the sorcerer went to -1 because they did a spell they should not be bleeding out they should have been unconscious but stable.
Another style mixes that up: Enemies gain information, and use it against the players. Critters next door do notice what is happening, and react. Opponent CR doesn't always follow a preset distribution, meaning, players should size up opponents, and know when to back away, or run, from certain encounters.