Handling Player Paranoia


Gamer Life General Discussion


I was going to put this in another thread, but I think this deserves it's own topic. To sum up my situation...

Spoiler:
Sunday was the Darklight Sisterhood game and it was a frustrating one- PC paranoia regarding the item they are supposed to be transporting back to Cheliax has reached an all time high, as they refuse to leave it, yet complain about carrying it with them wherever they go. Apparently they feel someone is going to steal it from right under their noses the instant someone isn't sleeping on it(it's a table). At one point in the evening one of the PCs finally caught on that they had given their pursuers the slip, and was ready to move on with the adventure, but the path they had chosen was rather spartan(in the middle of the desert), so there really wasn't much of anythign to do. By that time in the evening, we were all full of food, and all of the gamers save one had some type of injury or malady so everyone was cranky, and we ended the game for the evening. I would understand if there were assassins following them at every turn, but the party has done an EXCELLENT job giving the Pathfinder society a whole as a laugh, and even got to enjoy some hospitality at the hands of someone who worked for them who, for a minute there, thought they actually WERE Pathfinders(and could have even hookwinked away one or more artifacts from him if they kept up the ruse, they were rolling well when it came to social events). But no, the table is somehow attracting eyes everywhere, holding them back in combat(it really isn't, they've SLAUGHTERED[quite cruelly, I might add...evil party] the one group of people who came looking for them and have defeated every monster they met by chance), and a pain to carry around(the party sorceress uses floating disk to carry it about, and the party cleric, a halfling, sits on it to enjoy the free ride). For god's sake it's JUST A TABLE! No, they can't shrink it(it's a depowered artifact, so it's resistant to shrink item) and the bag of holding they have isn't made for carrying furniture, but there's no need to panic over it- it's an inanimate object and not going to run away, nor is anyone going to steal it- it's a table and you'd need a couple of people to carry it!!!!

So, does anyone have any ideas on what to do? AM I being unreasonable or is this just rampant metagaming(two players feel I'll have someone steal it from them the instant they turn their back, like when Homer had a huge sugar pile in the backyard on the Simpsons)?

Scarab Sages

Isn't there a table to roll on, to see what happens next?

Shadow Lodge

Snorter wrote:
Isn't there a table to roll on, to see what happens next?

How does the halfling rolling around on the table help?

XD Couldn't help it, I'll go now.


I believe this is a symptom of viewing role playing too much like a game. In a game, there are winners and losers. If the GM screws you over (something bad happens to the table), it is a loss, not conflict that makes the story interesting.

Where you draw the line between too much game or too much improve theater is completely between you and your group. It is obviously causing a problem for you here. I would suggest you talk to your players (pretty much standard procedure for any problem in my opinion). Point out that some times bad things have to happen to the characters in order for there to be something for them to overcome.


If I were a player I would assume it's An Item of Importance - ie a Macguffin that will gwt destroyed or stolen at just the right time to get me into a whole lot of trouble. Why are adventurers hired to move a simple table? Why is it immune to certain magic? Wouldn't it be cheaper to buy a new table in Cheliax? Why isn't it teleported, or on a wagon, or on a ship? Why do I have to cart this important, valuble and probably dangerous object around?

If the players aren't having fun then ditch the table, or if the table is a Plot Device, say "after some more travel you arrive at your destination...." and get the plot moving.

Cheers
Mark


Mark Norfolk wrote:

If I were a player I would assume it's An Item of Importance - ie a Macguffin that will gwt destroyed or stolen at just the right time to get me into a whole lot of trouble. Why are adventurers hired to move a simple table? Why is it immune to certain magic? Wouldn't it be cheaper to buy a new table in Cheliax? Why isn't it teleported, or on a wagon, or on a ship? Why do I have to cart this important, valuble and probably dangerous object around?

If the players aren't having fun then ditch the table, or if the table is a Plot Device, say "after some more travel you arrive at your destination...." and get the plot moving.

Cheers
Mark

See, to me, that's not only metagaming for them, it's also metagaming for me. I'm not going to have a force of 20th level rogues show up at just the right time to take table, nor am I going to count it against their encumbrance, nor am I going to force the table to make a save should someone cast fireball, etc. At this point, the only one mentioning the table is them! YES, it's an important item, but it's one they've already taken for themselves after a one sided slaughter a few COUNTRIES(read- COUNTRIES) back! I am NOT going to have invincible mummies pull themselves out of the sand of the desert going "Hey, is that a magical table I see?!?!" or anything like that- that's just stupid! Just because something can be stolen doesn't mean EVERYTHING even remotely interesting is going to be stolen!


"Mark Norfolk wrote:
say "after some more travel you arrive at your destination...." and get the plot moving.

I totally agree. Just narrate them to their destination and then get on with everyone having fun.

FWIW,

Rez

Sovereign Court

Well if the table actually isn't important to the storyline anymore simply have it activate and fulfill some sort of function to get them back on track. Like have an outline of a map appear on it as they're hauling it about that leads them back into your adventure or some kind of cryptic warning spout up leading the same way and then just have the thing burst into flames as if it's final function was complete.


Rezdave wrote:
"Mark Norfolk wrote:
say "after some more travel you arrive at your destination...." and get the plot moving.

I totally agree. Just narrate them to their destination and then get on with everyone having fun.

FWIW,

Rez

I'm trying to do that, and I would normally say I'm succeeding. But like I said, at this point the only ones mentioning the table are the people who have an issue with it. The rest of the party is slaying monsters and moving on with their lives as normal. Maybe it's because they're so close to their destination?


Chances are they're acting this way because of past experience.

Have you given them any reason to constantly watch their backs in the past? This includes but is not limited to having any NPC betray them, having any enemy ambush them (even once, double points if it was a night attack), or attacking them in places that should be safe.

If you have done any of those things it's likely they realized the world they live in requires constant vigilance and their obsessive guarding of these table is a side effect of that.

If you haven't done any of those things it's likely a prior DM they had did. In which case they're doing the same things.

If any of them have ever played 1st or 2nd edition for any decent length of time, it's not paranoia because they really do think the DM is out to get them at every turn.

Liberty's Edge

Play into it! Sure it might make your story go a bit longer, but if that's what they're expecting who are you to disappoint :P.

Maybe have them attacked and non-lethally subdued and, when they wake up, the table is still there but a heretofor unnoticed drawer is ajar and empty.

Or just suck it up and give them an extra-dimensional space capable of carrying the table.


Mistah Green wrote:

Chances are they're acting this way because of past experience.

Have you given them any reason to constantly watch their backs in the past? This includes but is not limited to having any NPC betray them, having any enemy ambush them (even once, double points if it was a night attack), or attacking them in places that should be safe.

If you have done any of those things it's likely they realized the world they live in requires constant vigilance and their obsessive guarding of these table is a side effect of that.

If you haven't done any of those things it's likely a prior DM they had did. In which case they're doing the same things.

If any of them have ever played 1st or 2nd edition for any decent length of time, it's not paranoia because they really do think the DM is out to get them at every turn.

I'll buy it from one of the players- they're a hardcore 2nd ed holdout, this is their first time playing Pathfinder.

There WAS a rival party out for the item that was following them around, but they slaughtered them handily, even torturing one of the survivors for information and then killing him. The amount of people who are interested in the item is down to one, and because of actions the party took or did not take, will NOT be a problem in the future(or may even become party property...they didn't get that far yet).

Vigilance is one thing, believing that when they are the sole survivors of a sinking ship(that they kinda ensured they'd be the sole survivors of) and are now that they are still being followed around by people when they have changed countries is something else.


Freehold DM wrote:
Mistah Green wrote:

Chances are they're acting this way because of past experience.

Have you given them any reason to constantly watch their backs in the past? This includes but is not limited to having any NPC betray them, having any enemy ambush them (even once, double points if it was a night attack), or attacking them in places that should be safe.

If you have done any of those things it's likely they realized the world they live in requires constant vigilance and their obsessive guarding of these table is a side effect of that.

If you haven't done any of those things it's likely a prior DM they had did. In which case they're doing the same things.

If any of them have ever played 1st or 2nd edition for any decent length of time, it's not paranoia because they really do think the DM is out to get them at every turn.

I'll buy it from one of the players- they're a hardcore 2nd ed holdout, this is their first time playing Pathfinder.

There WAS a rival party out for the item that was following them around, but they slaughtered them handily, even torturing one of the survivors for information and then killing him. The amount of people who are interested in the item is down to one, and because of actions the party took or did not take, will NOT be a problem in the future(or may even become party property...they didn't get that far yet).

Vigilance is one thing, believing that when they are the sole survivors of a sinking ship(that they kinda ensured they'd be the sole survivors of) and are now that they are still being followed around by people when they have changed countries is something else.

Well I don't think it's anything you're doing but they clearly have had had bad past experiences trusting their DM.

Look at it from their view. You know there's no one else, but do they? There are plenty of means of gathering information about places you are not present at. Some Wizard could have scried them out. Unless you can convince them in no uncertain terms that you're a fair and impartial DM and that only reasonable precautions are necessary this could go on for a very long time. Are you fine with this?

The players might just want to play protect the table. If they do let them have it. If they're only doing it because they believe it's necessary they will be relieved to know it isn't necessary.

Scarab Sages

CourtFool wrote:
I believe this is a symptom of viewing role playing too much like a game. In a game, there are winners and losers. If the GM screws you over (something bad happens to the table), it is a loss, not conflict that makes the story interesting.

That's a major reason why so many players create loner PCs with no family.

They believe that by creating a character whose life to date has been a blank cypher, the GM has no way of turning it against them, via hostages, appeals for aid, lumbering them with noncombatant dependents, etc.

What they fail to realise, is the GM also has little means of integrating their PC into the campaign setting. Feel free to create such a PC, but don't complain that another player is getting more spotlight time, or campaign focus.


Mistah Green wrote:
Freehold DM wrote:
Mistah Green wrote:

Chances are they're acting this way because of past experience.

Have you given them any reason to constantly watch their backs in the past? This includes but is not limited to having any NPC betray them, having any enemy ambush them (even once, double points if it was a night attack), or attacking them in places that should be safe.

If you have done any of those things it's likely they realized the world they live in requires constant vigilance and their obsessive guarding of these table is a side effect of that.

If you haven't done any of those things it's likely a prior DM they had did. In which case they're doing the same things.

If any of them have ever played 1st or 2nd edition for any decent length of time, it's not paranoia because they really do think the DM is out to get them at every turn.

I'll buy it from one of the players- they're a hardcore 2nd ed holdout, this is their first time playing Pathfinder.

There WAS a rival party out for the item that was following them around, but they slaughtered them handily, even torturing one of the survivors for information and then killing him. The amount of people who are interested in the item is down to one, and because of actions the party took or did not take, will NOT be a problem in the future(or may even become party property...they didn't get that far yet).

Vigilance is one thing, believing that when they are the sole survivors of a sinking ship(that they kinda ensured they'd be the sole survivors of) and are now that they are still being followed around by people when they have changed countries is something else.

Well I don't think it's anything you're doing but they clearly have had had bad past experiences trusting their DM.

Look at it from their view. You know there's no one else, but do they? There are plenty of means of gathering information about places you are not present at. Some Wizard could have scried them out. Unless you can convince them in no...

You know...now that I think about it..you may have a point there.

I know two of the people the people with problems with the table DMed with personally and knowing them they WOULD have something happen to the table the instant their backs are turned.

But I don't do that! It's just party treasure at this point! AND they killed the only people who were interested in it- to most people watching (unless they happen to have detect magic active at the time and are spending an eternity watching the table) it's just going to be a bunch of women walking around with a table.

Anyways, I've gone on with writing the next installment of the adventure. The party is going to have a whole host of non-table related issues to deal with. Still, I'm a little miffed that they think(or seem to think)that I'd have a table seeking army waiting for them the instant they go to sleep at night.


If the table thing is bothering you, then the simple solution is to give them a means they can be sure will keep it safe. Some sort of extradimensional storage that actually can contain the thing for example. Because this is going to go on as long as they don't think they can trust the DM. And it's probably not even a problem with you personally - they'd trust you just fine about anything other than DMing. But because they are under the unfortunate misconception that the DM is the enemy of the players due to bad past experiences they are acting this way.

It's much like what Snorter is saying - a player has a bad experience of their history being used against them and they stop making as in depth character backgrounds. Given how dangerous adventuring is, it's even understandable that those in it will either have no connections to begin with, or will have those connections targeted until there isn't any more. But because it can and does leave a worse taste in everyone's mouth than having the entire party die to a fair fight it's one of those things that should be avoided for the sake of the game's integrity even if it doesn't quite make sense that ______'s mother would have plot immunity.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Freehold DM wrote:
I know two of the people the people with problems with the table DMed with personally and knowing them they WOULD have something happen to the table the instant their backs are turned.

It sounds like the problem is that there may a disconnect between what the players want to play and what the DM is providing, or there may be an issue between players. I know people who LOVE games with the aspects described above, and don't really have a problem with a Lois Lane in their character's world.

But again a good campaign involves a give and take between the players and the DM on what kind of story they mutually want to run.

It's fine for the characters to be paranoid.. When the players are paranoid, that's an alarm bell that needs to be addressed.


LazarX wrote:
Freehold DM wrote:
I know two of the people the people with problems with the table DMed with personally and knowing them they WOULD have something happen to the table the instant their backs are turned.

It sounds like the problem is that there may a disconnect between what the players want to play and what the DM is providing, or there may be an issue between players. I know people who LOVE games with the aspects described above, and don't really have a problem with a Lois Lane in their character's world.

But again a good campaign involves a give and take between the players and the DM on what kind of story they mutually want to run.

It's fine for the characters to be paranoid.. When the players are paranoid, that's an alarm bell that needs to be addressed.

WHOA! I think my fingers went on strike when typing for a second there.

What I MEANT to say was

"I know the DMs of two of the people who have a problem with personally and I know that these two DMs would have had something/one attempt to filch the table the instant their backs are turned."


Snorter wrote:
What they fail to realise, is the GM also has little means of integrating their PC into the campaign setting. Feel free to create such a PC, but don't complain that another player is getting more spotlight time, or campaign focus.

Though sometimes, that ends up being a lot more trouble than anyone expected! Plus, if the GM starts omitting such spotlight time or focus, the player might think the GM has lost interest in the character...

Got that, Snorts?

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Only joking fella - if Fayne got more back story in there I'd go mad!

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