Tabletop Highlight: Player Fatalism and How to Salvage the Game

I honestly don’t know if I can speak for everyone, but it often feels like every tabletop gamer I know has a story about a game where someone was constantly pessimistic and fatalistic. Someone, perhaps even them, spent an entire session, or even several sessions, throwing their hands up in the air every time something bad happened and complaining that they knew this was going to happen or that there’s no point to them trying any more if they’re just going to die.

This happened recently in one of my games. There’s a player, the one I often bring up as the person who does some dumb stuff or makes questionable decisions (he featured heavily in the “Up for Interpretation” post from three weeks ago) who has been engaging in this kind of behavior lately. To be entirely fair, his character has died as many times as the rest of the party put together and he seems to always come up short when I roll to determine who gets to be the target of whatever is about to happen. Even his rolls tend toward failure when he tries something. He missed a sneak attack that would have insta-killed the enemy spell caster because he rolled in the single digits on his attack. He failed a skill check to make it back to safety afterwards and would have been knocked unconscious if not for an ability of his special weapon that gave him temporary hit points. The poor guy has had it rough.

To be entirely, fair, though, he makes a lot of assumptions and does a lot of stuff without thinking it through. He died during that same fight because he hopped over a barricade to attack an enemy he could have just stabbed from where he was. I let him live because he apparently didn’t realize he could do that and it’s pretty clear he wouldn’t have done it if he could have avoided it seeing as he was so low on hit points. Though, to continue being fair, he also didn’t retreat from the battle or take a back seat once he was down to nothing but his last few hit points either. He’d already seen how much damage his enemies could do with one hit and yet he continued to try to front-line them.

A lot of that behavior and those unneccessary risk-taking could have been a result of his expectation that his current character won’t be much longer for this world. He’s already created a new character to replace him, prompted by my jokes about a TPK, which I’ve managed to avoid so far since the players know when to run. There was a close moment, though, because they messed up some earlier stuff and had to deal with the consequences. That was probably the first time they were pushed to their limits from a marathon of battles rather than a single tough monster. It was winnable, though. I was never going to put them in a situation where they feel powerless or like they are being punished. If they screw up enough to get themselves killed, it will mostly be swift and decisive. Otherwise, they’ll always have options and only poor decision-making or bad luck will get them all killed.

It can be hard to keep again running, especially a story-drive one, when one of the players just lets go as soon as there’s any tension. I can’t make the game feel dramatic if someone is just giving up as soon as things look bad. They start to get angry if it keeps happening and a lot of drama and tension in story-telling is uncertainty or challenge, so I wind up trying to keep them invested without sacrificing too much story. I don’t think this player’s attitude is affecting the other players very much, but I’m hoping it’s just the recent string of bad luck he’s had (which is really just his perception of events, he’s also had some really good luck since he’s only come close to dying or getting captured).

I’m going to talk to him (and will have, before this post goes up) about what’s been going on and workshop some ideas on how to get through it. This isn’t a problem unless it’s making the game less fun for the other players and the person displaying the fatalistic behavior refuses to change. Usually when this happens, as is happening with my player, there’s something causing it. Before you try to address the problem, you need to figure out what this underlying cause is. Once you know that, you need to verbally (and privately) address it with the player so they have the opportunity to change. Not everyone realizes they’re doing it. I’m not even sure if my player recognizes that he’s doing it.

For him, the source lies in some of his first exposure to D&D and a long string of bad decisions compounded by bad luck. His first DM was very adversarial. He tried to manipulate the players constantly, forced them to act a certain way, did his level best to kill them constantly, and gave all of the good magic items and experiences to his closest friends so that other players wound up with under-leveled and under-geared characters who just died all that much more frequently. He’s had a few more experiences between now and then (most of which I’ve seen), but one characteristic of his gaming has always been making decisions without considering the consequences and bad luck on rolls. From the silly little campaign I ran to test out a book world I’d developed to a “Shits and Giggles” campaign I ran to fill my weekends, to my current serious campaign where he seems to constantly get the short end of the stick. Sometimes, it’s because he accidentally stepped on the large stick he had and wound up breaking it, but I’m sure that doesn’t feel very fun to him.

Problems with characters and DMing I can fix. I have no problem helping my players create the best possible version of their character (though I usually insist they stick to a personality rather than just minmaxing) and I generally try to avoid getting adversarial in any context. Bad luck and poor decision-making… There’s not much more I can do beyond being forgiving when he’s legitimately making a mistake as a player versus when he’s doing something reckless or risky. It’s a fine line, but I wrote an entire blog post about how to tell the difference so I’m confident I can manage it.

I hope we can figure something out. I’d hate to think he’s not having fun. That’s all I really want, as a DM.