Tuesday, April 7, 2015

Don't Be A Player Hater

Don't be this guy just to prove a point 
So your players have completely derailed your campaign. They refused to follow your carefully laid plans, took the worst options for every key decision point, and mouthed off to all the NPCs. Now it is time for payback, time to show them who is boss. Spare the rod and spoil the child, they say. The gloves are coming off.

STOP!

This is breaking one of the golden rules of gaming that is included in any number of published resources. Do not 'punish' your players!

Instead think: what brought you here? What happened to cause you to view your players as your adversary, or your children? That's the first step to finding the right way to resolve this situation without leaving hurt feelings or worse.

Often a disastrous game is the result of unclear communication. This can be a problem caused by you as well as the players. As a player, I have been guilty of not paying the attention I should. In one memorable case, after encountering a ledge overlooking some rocky paths, I said that my kung-fu master would hop down the side of it to get to the paths below. What I had failed to hear was the actual height of the precipice, making it a drop of hundreds of feet, clearly lethal!

The DM in this case pointed this out, and then asked me if I still wanted to jump to my doom. Surely not! This example showcases a key point about communication.

Don't say 'no,' but make sure the player knows the consequences of their actions when those consequences would be obvious to their character.

The players don't have a psychic bond with you, nor do they have the same vivid perspective that their fictional character would in the scenario you present. Take whatever time you need to sort things out. Use their character as the key to communicating the relevant facts. Here are some examples of things that are important to communicate before your players take action:

  • As you move to attack this orc, you notice that he is smiling and waving and you remember that many of the peaceful farmers in the area are goblinoids. Do you still want to attack?
  • The sign on airplane door says 'emergency exit' and cabin depressurization might be fatal for you. Do you really want to pop it open at this altitude?
  • Breaking the crown prince's arm will certainly incite an international conflict. Are you sure you are ready for that?

Don't try to trick your players into making a mistake by leaving out information. If they missed a vital clue, all the better to spring a surprise upon them, but remember that surprises are for fun and challenge, not retribution or stroking your own ego. And don't do XP and gold penalties. That's just petty.

This is happening because you took the idol. Of course it would be booby-trapped. Fly, you fool!
Finally, keep in mind that logical consequences for actions are not punishment. If the player tried to defeat a fire elemental with a bear hug and no asbestos, the burns they receive are not 'punishment' but a logical consequence of the action. The players should have the feeling that their actions have a rational cause-and-effect and above all be ready to deal with those consequences. And of course, no complication or consequence should lead to a dead end. Each development paves the way to take the story in a new direction.

It might not always be easy, but setting off the trap, getting arrested by the sheriff, or losing the Stone of Destiny can always be turned into the catalyst for a new adventure! Don't let the game stagnate. Present opportunities for the players to move forward.

To avoid some of these problems remember to talk ahead of time about what to expect from the game, and make sure that you and your players are on the same page. Perhaps your players are attacking everything that moves because they wanted to play something more combat-centric or maybe they aren't following the main plot because they wanted a more free-form story. Remember that communication is the key.


Happy ventures!

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