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.

This Sounds Kind of similar to Feng Shui, but it’s Really Basic Psychology

What do you need to create a positive environment? I’m being specifically general here. Positive work environment at whatever job you hold, positive home environment, positive creative environment, etc. Seriously, Its super open-ended.

Mine tend to shift depending on which ones. For my creative environments, I like low light, no glare, some kind of music playing softly (though the music changes depending on what I’m doing), and something to drink. Usually water or tea are my beverages of choice, but I’ll drink anything but alcohol. Alcohol and I have some significant creative differences. I also need someplace away from movement and activity since I’m constantly distracted by anything moving. Like all the dogs from Up. Its horrible.

At work, my positive environment has a lot less to do with what’s around me and a lot more with what I’m doing. Sitting still too long bums me out, so I take walks around my building and drop by my coworkers’ offices to give them candy. I am known, and worshiped, as the Candy God by my peers. Mostly I like making people happy and you’d be surprised how much positive effect a bite-size Reese’s Peanut Butter Cup can have on Twenty-Somethings. Other than that, I like to change my office around fairly often, do lots of different work tasks, and get heard when I’ve got something to say.

Positive environments are important to me because I have a tendency toward dour outlooks, depression, and jaded negativity as a result of, well, mostly student debt. That’s the biggest cause. For pretty much everything that isn’t just super awesome in my life. Honestly, aside from that and its side effects, my life is pretty awesome. This is a rare moment of real appreciate, brought to you by the power of a positive environment and two hours of ass-kicking exercise.

Literally ass-kicking. Someone snuck up behind me at my foam fighting practice and was going to nudge me in the butt except I started backpedaling right into their foot. It was a cat-ASS-trophe.

This sort of environment something I’ve spent a lot of time and effort into learning to create. And to do without. As a writer who has a full-time job to pay my bills, I can’t really afford to spend all my time in this perfect little world. I can’t create this kind of environment on business trips. Hotels generally frown on burning candles and I’d hate to have to buy matches at every destination. I also tend to work late so I can’t always get my writing time in at home, sometimes its done sitting on one of the couches in a lounge somewhere or on a bit of shady grass.

That being said, it’s always so much easier to work when I’m at home. I’m more relaxed, better able to focus, and a lot more creative. I do my best work at home.

I think a lot of people underestimate the value of a positive environment. A lot of introverts have it pretty well-figured out since we need this sort of thing to really relax at all, but every can benefit from knowing what you need in order to do you best. Maybe its collaboration with a group of peers or the quiet of an office by yourself with signs warning people away. Maybe you need complete silence or maybe something rhythmic to keep your mind focused and sharp.

There’s nothing wrong with needing a specific setup to work. Knowing how you work best and doing what you can to create that sort of environment can not only help you excel, but it can help those around you and your relationships with them. The more relaxed you are, the easier it’ll be to interact with them. A lot of workplaces do studies on exactly this sort of thing, which is how we’ve gone from cubicles to the “open office” concept that removes privacy and gives everyone access to you at all times (can you tell I’m not a fan? Thank god I’ve got an office…).

What do you need? I’d love to hear about it.