Scared Players


Advice


Disclaimer: So I opened a thread a few days ago about some advice for city encounter, but this here is for another group, so if some of you recognize me, don't care about that. ^^

I have a group of 4 Players playing a campaign for over a year now. Its a homebrew campaign in a homebrew world and its their first time playing... So of course tons of mistakes were made. I were never unfair to the party. I never killed them. They were just in the dying status for about 6-7 times I think... Everything is cool... I just let them now, that BBEG is very strong and that they aren't that strong YET... They have to find way to become stronger, or weaken the BBEG. I also let them know, when an area is way to dangerous for them (at the moment).

So I thought, that they will explore the world and looking for clues... And I gave them alot. Theres about 20 open plothooks still. They already failed a ton of quests and they spend 70% of the time in their hometown in a tavern. So I have the problem, that my group is too scared about my world/campaign... And not only I noticed that...

I have a player who runs a module with the same group sometimes. I don't know the english name, but it should be like "
Under pirates: Mutiny on the Wehrmut" or something like this... I don't want to spoiler anything about that module but long story short... If the players are too scared to do anything, they're pretty much f**ked.

I joined the campaign a bit late, because of time reasons and they we're already on Day 6... Nobody did any progress at all, because they all we're way too scared to do anything. Everybody is too scared, that they character could die... I really want to mention on that point, that in my campaigns only 2 characters died so far and that was totally their own fault. So why are they are so scared? And what can I do to motivate them a little bit? As both: A DM and as a Player?


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It sounds like the possibility of losing their characters is preventing your players from enjoying the game. You could either try to change your players' perspectives, or change the rules on death and dying. Changing the rules is easier than changing people's minds, so I recommend you try that first.

There are two easy ways to bend the rules. One is to give them access to Hero Points, so they can choose to spend a resource to Cheat Death. The upside of this method is that it gives the PCs a crutch to learn how to be less afraid and more daring, by tempting them to spend Hero Points on doing cool things instead of saving them up to avoid death. The downside is that if they know they have less than 2 Hero Points, they'll probably go back to being scared again.

The other way is to just tell your PCs that they will no longer die. PCs who reach -Con HP can't be healed during the battle, but they aren't dead. The players may still be captured and have to escape, or may fail a quest because they were unconscious, but their story won't end because they rolled poorly- it will only take a different path. This isn't how Pathfinder is meant to be played, but it seems like your party isn't enjoying "Pathfinder as it's meant to be played", so you may as well try something different.

You should also talk to your players and ask them why they're so timid. I suspect it's because they've become so attached to their characters that they don't want to "lose" them. If so, this can be a good thing! It means you have very strong emotional buy-in for your story. If it's for another reason, then the problem may be something different.

Trying to encourage the rest of the party to be less scared as a fellow player is harder than doing it as a DM. Try being adventurous and brave and engaging with the DM's plot-hooks, and gain the rewards. Then other players may see the benefit of doing that and follow your example.


I can understand that attachment to the character. I'm pretty sure that ALL of us have been there at one point or another. What your characters (not the Players) NEED is motivation. The Players need to feel that if they do NOTHING, their characters are going to die anyway.

Here's what I suggest: Start messing with their character's lives. Those quests they've failed? Let there be consequences that tie into some events that related DIRECTLY to their characters. Start small. Rumors of disturbances near by. A caravan gets attacked. Things start to get dangerous around the town and it begins to endanger the lives of the NPCs the characters have become close to. Make their characters feel like they need to protect their favorite place. Then ... you escalate the danger. The characters NEED to leave because the bigger danger is still coming and they can't protect everyone.

You can do that... Or have your players retire their current characters and make new ones.


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Making someone who's paralyzed with anxiety more scared doesn't help them have fun, though.


This is what I've done so far...

1. I gave them max health... Whatever hitdice you have, it rolls max all the time... So basicly my Level 5 Group has ~60 HP each.

2. I gave them a second chance rule... Your character dies? No Problem, he's not death yet... He can be healed after the fight. He gets a penalty of -2 on all physical attributes, till you get healed by a healer. Healing costs alot of money, but if you get healed, all starts from beginning, you have 2 chances again. Just when you die twice without being healed, thats the end.

3. A tried to tell them already, that the evil isn't sleeping. All the quests they failed caused consequences... Not big one so far, but I let them feel, that when they are too scared, that people will die... Not them, but probably NPCs they liked.

4. Of course I talked to them ooc aswell and yes they are very attached their characters... And I love that tbh. I don't want to kill the party aswell because I love to play with that group and I love their characters they came up with. But they are supposed to become the heroes in my world but instead, they choose to become the biggest cowards around. :/


Can you clarify exactly what the problem is here?

Possibility #1: You aren't having fun, as a GM. This shouldn't be trivialized, but it's not paramount.

Possibility #2: Some of them aren't having fun, but others are. This is mostly an OOC issue, and it's difficult to solve because there may not be a solution.

Possibility #3: Most/all of them aren't having fun, but they're paralyzed by fear. Most of the suggestions here are geared towards this, and you'll probably need a mix of in game carrots and in game sticks to fix it.

For possibilities #1 and #2, I'd consider changing the style of the campaign. Tradition dictates that people go out and slay dragons and find treasure, but if people have just as much fun in a quest to brew the perfect beer (send them to find special ingredients from the woods/sewers/neighboring towns) or solve a murder mystery (the tavern runs out of beer because the brewer got murdered and his recipe stolen noooooooooo), that's a fine way to spend the afternoon. Or the tavern catches fire and the party needs to help save it.

Basically, moderately dangerous noncombat encounters. Like someone posted above, it helps when there's an emotional connection to the quest - the bar being in danger or their precious beer being taken away. They could also find out a sad backstory to one of the bar's degenerate regulars - a man who drinks himself to a stupor every night because 30 years ago the love of his life was supposed to meet him at this bar and never showed up. Instead of epic "save the world from demon lords" campaigns, you have "dude lets get Bill laid" quests, but if that's what people have fun doing, that's what people have fun doing.


We all have fun so everything should be fine right?
But everyone is aware and some are sometimes frustrated about that we could have alot of more fun and the group kinda expects that I came up with motivations for them, why they should leave their safezones. My group don't think about finding character motivations for themselves, but expect me to do that + writing plots in a peacefully town, where nothing special at all happens tbh, that are atleast as intense as fighting my warlock BBEG or some of the cults that've build around him.

I was looking for possibilities for a long time now and what I came up with was basicly, that I used a event that happened half a year ago (some weeks ingame time) and decided, that the NPC they had to deal with got murdered and that they're the suspects in that case. With bounty and everything... of course they don't have anything to do with it, but the hints pointing directly to them. That leads them to leave the town for now atleast... I don't want to railroad things, but they ignored all the plothooks and hints so far, but still expect, that I find a way to motivate them to leave the safezone... This is what I came up with... it kinda worked for now, but is that really the way to go?


I have to extend... I already tried the emotional part. It was a very small village with 23 Villagers written out... The village is poor and illness is a big problem there. They liked a lot of NPCs there. The Mayor, the barkeeper, the hunter or the gatherer lady... They liked them so much and really wanted to help them, but when 5 Skelletons (cr 1/2) attacked the village, they still just ran away, ignoring the fact, that they're 4 Players of level 3... So the whole Village simply got conquered by a few skelletons... That is just one of the scenarios I had to deal with so far.


InvisiblePink wrote:
Making someone who's paralyzed with anxiety more scared doesn't help them have fun, though.

You can't fix cowardice. You either succumb to it or you rise above it. I was merely offering options on how to push the characters/players towards one side or the other without being overtly confrontational about it. Adventurers will rise to meet it and push on. If they don't, its time for them to become NPCs or it is time to play a different kind of game (within the system or without).

As far as I can see it, this isn't an issue that will be fixed mechanically.

In light of the characters already choosing to run rather than protect the village, I think it is time for several of the NPCs of the town to start showing displeasure at the characters and even have a small band of NPCs start becoming famous for standing up to the threats when the main character chose to run away. Cowardice should have consequences. They do in the games I run. Shame the characters. It might make the Players decide to do something about it.


Put them in a situation where they have to do something, even if its just trying to get back to the village. If they're motivated to stay in the village, use that motivation to give them an adventure while they try and get back to doing that.

An absent-minded wizard conjures them to some chamber, declares he has cast a spell to summon great heroes from the nearest tavern. Nothing they say dissuades him from thinking they are the heroes. "What? You're adventurers! You're in a tavern! That's where you go for things to happen! So my spell picked you out. Now I need you to grab that idol there and carry it back to the entrance where I will meet you. Do it myself? Well, there's this whole reason..."

Otherwise, force them to act:
A bad guy poisons/diseases/curses them with a nasty poison/disease/curse, which the villagers say that the cure is somewhere they need to go and get. Maybe a wererat attacks the town next, biting a villager and maybe one of the PCs (they shouldn't know whether they pass or fail, you should secretly make such checks). But it's clear to everyone they were bitten and they need to gather a cure before the next full moon.

They can sit around and wait for disaster. If they don't, maybe a friendly villager says he'll do it and goes off on his own to save them. Maybe they find out in the morning from a concerned friend or family member. Otherwise, the villagers aren't going to let them sit around town until they turn into monsters, they will drive them away. If your PCs are really hardcore about staying in one place, let them. The villagers all avoid them, or flee elsewhere and abandon their homes. Let the PCs role-play drinking all the ale left behind and sitting in an abandoned tavern for a month or so (assuming one doesn't really turn into a wererat one night and kill the others).

It's okay to be scared and even huddle around and role-play in a village if everyone's having fun, but you can't let all the fear paralyze you, so they need to get moving.


Aximes wrote:
They already failed a ton of quests

This stuck out for me.

Do they ever succeed? That is usually pretty important as a motivating factor. If I am going to risk death, I want to believe I have a chance of winning. Risking all and fighting heroically, only to fail over and over again is pretty demoralizing.

Give them a few wins, probably via quests that are more straight forward and see what happens.


They succeed once lately... They destroyed one of the cults I mentioned before. They fought 2 Bossfights and won. I had to railroad that a bit... Even had to enprison the group for a while, so I can show them, that heres a real danger, that needs to take care off. In the end they succeed in the bossfights (even when I had to force them in there) and in the end the found alot of usefull stuff... Even a magical bow and a magical sword I've written out. Also alot of money etc etc... They know, that it was a great thing, what they've achieved.

But whenever someone mentions that, all I hear is "Yeah, but I got surrounded by monsters that almost killed me" or "Yeah, I also almost died, because I fell off that 12 metres cliff... (but survived it with almost no dmg taken)" etc.

I have one player in the group, who really wants to do all these adventures and even when she almost fall in love with her character and doesn't want it to die, she is still the one force in the group, who always says "Lets do it!" but everyone else holds her back all the time "nah, thats way too dangerous"

Silver Crusade

It sounds like you're giving them challenges that are too hard for the players.

Make things easier for them.

Then, after making things easier, do NOT cheat.

That should give them the appearance of risk without there actually being a lot of real risk.

When they become used to winning all the time they'll start to become a lot more proactive.


Aximes wrote:
when 5 Skelletons (cr 1/2) attacked the village, they still just ran away, ignoring the fact, that they're 4 Players of level 3

Wow.

Would it have helped to show them the skeletons' character sheets? i.e., Could they have thought the skeletons were way more powerful than they were?


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Your players don't trust you. That is a real issue. And I think they have some good reasons for that ('railroad','imprison','force'.) Who knows what will happen to their poor characters if they venture out of their safe tavern? When the one win is from being 'forced' it is easy to see why they don't feel super empowered.

What you need to do is first off, think about your GM style and what is working and what isn't.

Second, and most importantly, you need to have an honest discussion with your players about what kind of game they would like, what would motivate them, and what makes it fun for them, and really listen to them.

I kind of feel that you like complex story lines and very serious opposition, and there is nothing wrong with that sort of game, but there is also nothing wrong with a game where you primarily beat up on monsters and take their stuff and everything is basic and straightforward. Where there is a problem is when the players want one thing, and the GM runs another. Usually there is some middle ground where everyone can be happy and have a good time.


Hold a beer festival in the village. That is what I did.

In Lords of Rust, the 2nd module in the Iron Gods adventure path, my players had to enter Scrapwall, a 3-mile-mide junkyard that once served as a bandit camp and now was a shanty town for former bandits, people hiding from the law, and other refugees, in order to investigate a gang there, the Lords of Rust. They had a clever idea to enter Scrapwall by pretending to be refugees themselves.

Thus, the adventure started slowly with the PCs determined not to give away their true identities as heroic adventurers from Torch. Nevertheless, the daily necessities of the PCs forced some actions on them. First, they needed a place to live. A reclusive cleric who was an old friend of their teacher lived in Scrapwall, so they went to see her immediately. Since they skipped talking to the other Scrapwall residents, no-one warned them about the cleric's automated defenses. Once past them, the cleric welcomed them for they worshipped the same uncommon god, Brigh. And they wanted to not be a burden on the cleric, so they ran errands for her. Every errand had a chance of a random encounter with the wandering monsters that also lived in Scrapwall.

The module was written for a series of encounters and did not have the daily life of the Scrapwall dwellers, so I had to invent it. I had one gang brewing their own beer. They held a beer festival. Because people don't spend their entire life hiding from wandering monsters and fighting rival gangs. They have crafts and trade and social events.

That inspired the bard's player. She held a music festival. Arranging it kept the party busy for a game session. Socializing during it gave them contacts with potential allies. The weaker gangs in Scrapwall had noticed the party's combat skills against monsters, and begged favors (with payments from very limited funds) from them against sadistic local bullies.

Yet the party avoided the Lords of Rust, their mission. They had learned the locals' opinion of the Lords, the strongest gang in Scrapwall, that no-one messed with the Lords of Rust. The players were having fun interacting with the nicer Scrapwallers, but the adventure path itself stalled.

So long as the players enjoyed themselves, I did not mind the slowdown. I kept up the little combats against monsters and bullies, and threw in an ogre rading party from out of town of them to stop, and lured them into one of the module's side quests, and the party leveled up from 4th level to 7th level. Then they felt confident enough to face the Lords of Rust.

Thus, Aximes's party can have a non-dangerous event right in the village itself. Is the village still threatened by the skeletons? Then the mayor can recruit the party to guard woodcutters in the forest, because the village will build a pallisade wall. Is the village safe? Then it will hold festivals. Are the party members short on cash to pay for their room and board? Given them interesting jobs to earn a little cash. Are the party members so rich they don't have to worry about expenses? Then they attract the attention of locals who like to flirt with rich people. And maybe the girl who likes the party barbarian has a former boyfriend who thinks he can defeat the barbarian in a fistfight.

Just have some fun in the village until the party levels up enough to have the confidence to run one of the dangerous missions. If the village is too small, have the villagers abandon their undefended hamlet and move to a defended town.

My players pulled the same incognitio stunt again in the 5th module, written up in my post, Inconspicuous PCs Unmotivated in Palace of Fallen Stars. That is the problem with making the game interesting at a slow pace. They might decided that that was fun enough to try again.

DeathlessOne wrote:
InvisiblePink wrote:
Making someone who's paralyzed with anxiety more scared doesn't help them have fun, though.

You can't fix cowardice. You either succumb to it or you rise above it. I was merely offering options on how to push the characters/players towards one side or the other without being overtly confrontational about it. Adventurers will rise to meet it and push on. If they don't, its time for them to become NPCs or it is time to play a different kind of game (within the system or without).

As far as I can see it, this isn't an issue that will be fixed mechanically.

In light of the characters already choosing to run rather than protect the village, I think it is time for several of the NPCs of the town to start showing displeasure at the characters and even have a small band of NPCs start becoming famous for standing up to the threats when the main character chose to run away. Cowardice should have consequences. They do in the games I run. Shame the characters. It might make the Players decide to do something about it.

This works, too. Or rather than shaming them immediately, have the NPC adventurers who rescued the village from the skeletons recruit the PCs. If the PCs pull their weight in the following adventure, then have the NPCs return home without them ("Sorry, the scroll send by the king conjures only four Phantom Steeds. The king must not have heard of you joining us. Still, it was nice working with you." If the PCs don't pull their weight, then they deserve whatever shame the NPCs heap on them.


I really don't think, that my challenges are too hard. My hints are mostly straight forward, encounters are very weak most of the time and my group won alot of fights already... In fact, they won every fight so far, even that where they aren't supposed to. I usually don't fudge rolls except in encounters, where I did my math bad and it turns out way harder than expected. But my Players never found out so far.

This "Railroad" "imprison" and "force them into the fight" was a one timer in a year and lasted for just about 2 Sessions. That is usually not my style, but I try figure out, what they want me to do.

I talk to them very often. Asking for feedback. Ask them what they like and what they want to adventure etc... "Idk, you're the dm"
So I really don't know what to do here.

I have to decline, that I like complex storylines. ^^ That stuff is exhausting sometimes and I also have fun, when they're just in the tavern, drinking and just helps my NPC (Arthur - barkeeper) to pull some chests around. Thats perfectly fine for me. But my Group wants to explore a little more... Then I try to give them more and then they're scared.

They said once, that they don't have a healer in the group (halfling rouge, half-elf battlemage, half-vampire sorcerer, (homebrewed) draconian ranger) so I gave them some homebrewed Healpotions which heals 15 hitpoints flat.

I really don't know anymore. We even talked about character death etc and I tried to explain to them, that I would never try to kill a PC on purpose... And I never did. I give them no reason at all to not trust me, really. :/ And I think atleast 3/4 of my players would say, that they trust me, or already did... But still they're too scared. I really don't know what to do tbh.


Sorry Mathmuse, your post just appeared, as I wrote mine.

My group is Level 5 at the moment, so they've got atleast some levels so far. ^^ Because they killed that cult, they've got a bit money so far... I know its a little bit overkill, but I really wanted to reward the players for atleast doing something. ^^ So they hold a networth of around 30.000 GP + 3 Custom Made magical weapons. So money shouldn't be a problem I guess... ^^'

The festival is a good idea, but not for that explicit town, I was talking about, because that one got conquered already... But I managed to get my players out of town and I hope a little bit, that they could kill the skelettons there... ^^' But yeah... Rebuild the city, build a palisade + festival is a great Idea... I will try that for sure. Atleast they have something to do then. :)

Shadow Lodge

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In reality there's a lot of other reasons people act cowardly, but this is a fantasy game where the point is to do foolishly brave deeds. The reason players flee from an obviously easy encounter is that they've learned that such things are traps. They've come across too many ducks in a dungeon, so they see one and go nope, not falling for that again.

Your players learned to be this way due to their experience in playing. Maybe it is their experience with a previous GM, or maybe it is you. If it was a previous GM, then you need to show and tell how you aren't them. If it is you, then you need to change how you run the game. Unfortunately, this sort of thing is really hard to unlearn, and its going to take some time.


gnoams wrote:

In reality there's a lot of other reasons people act cowardly, but this is a fantasy game where the point is to do foolishly brave deeds. The reason players flee from an obviously easy encounter is that they've learned that such things are traps. They've come across too many ducks in a dungeon, so they see one and go nope, not falling for that again.

Your players learned to be this way due to their experience in playing. Maybe it is their experience with a previous GM, or maybe it is you. If it was a previous GM, then you need to show and tell how you aren't them. If it is you, then you need to change how you run the game. Unfortunately, this sort of thing is really hard to unlearn, and its going to take some time.

This is great. QFT

I would add that it is very rare that a GM believes their challenges are too difficult. It’s not surprising that you feel this way also but players who are confident in their ability to deal with the GM’s challenges and reliably experience success don’t fear adventuring. There is a disconnect between how you view your game and the behaviour your game illicits from the players.

The players don’t want to go anywhere or do anything because they are afraid. The solution, IMHO, is to make the game easier. They need to steamroll some things for a while to gain some confidence in themselves and some trust in you. Even you think it is easy enough already, the players, through their inaction, are telling you that it is not.


I rarely see this in D&D (or Pathfinder) but it's pretty common in other games, and it's not really rules-based. I've seen this in games where PCs are powerful, and in games where you can be killed by a scratch.

Did you have a session zero? That would be the time to discuss what you expect from characters. I would tell my players running away from plot hooks is right out. If they won't engage, the game ends. I used to have a player who, rather than adventure, just wanted to make money, doing silly things like stealing lead roof tiles and selling them. (Really?)

If the players won't budge, you need to end the campaign. Maybe you can start again.


I dunno if too difficult is necessarily the problem; the one example of an encounter we've had was five regular skelebros at a level in which such an encounter is very nearly trivial. It's possible the OP has ran some other more excessive encounters that spooked their players, of course.

I think that, assuming that you really aren't just massively overtuning your encounters, you just need to give your players a talk and make sure they know you're not trying to run Tomb of Horrors here. The baseline assumption of Pathfinder is it being a narrative game about heroes; AP's are written so that the risk of character death is relatively minor outside of certain pivotal events because if you get invested into roleplaying your character it isn't very fun to have to replace it. Your players seem to be in some sort of Gygaxian nightmare where nothing you do matters and any decision is going to lead you to trashing your character sheet and writing up a new one. I'm not really sure how they came to that conclusion but... probably they can be convinced it isn't reality?


If you're having trouble because your players are playing too safe, I'd say taking a little break from the main game and playing a couple one-shot adventures (with pre-gen characters or new ones they made themselves) might be a good idea. This lets them be as heroic and fool-hardy as they like since their characters won't survive past the end of the session anyway, and will (hopefully) get them out of the habit of being "safe".

You can of course take this to the opposite extreme (which would be equally bad), but just giving them a little time flexing their muscles and throwing their characters into the fray could give them that confidence boost they need.

If you don't want to take time off from the main campaign, you could throw in some under-levelled encounters to let them show off their powers. A small band of kobolds/goblins holding some prisoners is a way to get them to act without putting the PCs in real danger.

Basically, break the habit of having to be careful all the time.


You guys really think this is a matter of difficult, but I can almost guarantee you its not.

My group of 4 of level 5 with max health and overpowered magical items usually encounters very easy enemys. The last encounter for example were 3 CR2 Creatures. And I edit almost every monster... Like... replacing weapons and nerf AC and avg. damage.

The really hard encounters (like bossencounters) will be tested by me first. I run a testfight for myself, where I try to beat them and look how it feels. So my fights are really not hard... I don't even use traps... like... At all... i just had 1 so far and that one wasn't even lethal. I really can't agree, that difficulty is the thing here and as I said already... I talk to them alot and they trust me. We talked about character deaths and I said clearly, thats not my intention to kill anyone on purpose here. But for example... 2 of my characters are the main Problem...

1. Half-Vampire Sorcerer... He is very old, so he gets an extra -2 CON so he got an -4 overall + the fact, that he just spends 7 Points (minimum) in Con, so he have a 3 Con in general... Because of that he started the campaign with 2 Healthpoints... I calculated a bit and noticed, that every hit I get on him could accidently kill him. So in the progress of the campaign, he got a Buff by some sort of higher power, which atleast removed his "old" Debuff. Also I added the 100% rule... Now with Level 5 he has atleast around 15-20 points, which is still low, but not that dangerous for me anymore.

2. halfling rouge... I like this Player and I like his Character. He is really talented in playing his Role, but he wrote his character as a coward basicly, so he plays as one... While the sorcerer is still okay with leaving the city, the rouge is clearly not. He is the main reason, why nobody leaves the city. He just says all the time, that his character is a coward and don't want to go out in the wilderness etc... Its a common case of "Its what my character would do" and he expects me to come up with reasons for him to leave the city, which he will (almost guaranteed) ignore anyway.


Your players have told you they are scared of dying. Do you think they are scared of dying because the game is too easy? Does that make sense?

That said, perhaps they need to make some different characters with built in motivations that are appropriate to the kind of game you are running. Without the characters doing something, there is no game. We once had a fellow make a character who could turn into a shark. When the going got tough, he told us all he could just turn into a shark and swim away. We said, ok cool, what’s your next character? The game is not going to be the adventures of shark boy swimming away; it’s the adventures of these guys over here doing heroic stuff so you need a character that actively wants to be with these guys over here doing heroic stuff....

It’s possible cowardly rogue doesn’t want to beat stuff up. Maybe he wants an intrigue game where he never leaves town and there’s lots of roleplay, character and NPC’s social interactions, investigation and problem solving. There’s nothing wrong with that unless you don’t want to run that kind of game. If you’re not running a game like that and your expectation is for adventures and beating stuff up, maybe cowardly rogue is not a suitable character. Or maybe the game just needs to end as Kimera757 suggests.


Okay, when you still don't believe me... i told you, that one of my players run a module about pirates. And its with the exact same group. The player who runs it, is the same who always want to go out on adventure in my game. She is really the softest DM I've ever whitnessed. She literally can't kill a PC.

The Player who plays the rogue in my game is there too. he plays a corsair (archetype) in that game. Even though is character is way more confident, than the halfling in my campaign, she (the dm) asked me, if I could help her, because the Players are too scared. So its really the exact same Problem. And that campaign isn't even about fighting. Its about finding friends and relationships. But she told me, that they have to sneak around the ship, find their inventory back etc, but the players are always too scared, so she run into a big problem now, because there is a day in the book, where everything could get a little bit critical there, if they don't do anything.

I watched some of the charactersheets of the enemys and one of the "strong ones" has just like AC 9, 20 HP and an attack +2 (1d4)... So thats really not that strong... So I just rolled up a character to join the campaign. He is a Sniper Level 2. They stole my musket, so I don't have any weapons on me, 16 Health (They adapted the max health rule over there) and a Str bonus of just +1... Atleast my AC is 14 (18 DEX)

So... First day and we have to do a show fight. 1v1... I got chosen against this very strong dude who is titled "unbeaten"... Guess what? I beat him and got 100g for it. I got my hero-moment just because I volunteered for the fight, which even was a safe encounter because it was non-lethal damage (fist fight). So I told the other players, that everything is fine. They should just gather some confidence and do something and soon, they have their heroic moments too... And that Corsair dude is way stronger than my character... Guess what? 2-3 Sessions later, they still didn't do anything.

Sidenote: if he wanted to play an intrigue... We have feedback talks like every 2-3 Sessions. I always ask them, what they are planning to do and what they want... if he wants an intrigue campaign, he just should say it... Thats why I'm asking in the first place.


Possibly the players are not scared of their characters dying. Instead, they could be scared of their characters looking stupid.

I had a newbie player in my campaign that the other players talked into playing a fighter. And he was always worried about an ambush or a trap or a trick around the next corner. At least, he always talked about such a possibility and how his fighter was always ready for it. And if his fighter didn't feel ready, then he acted like a coward.

In a two-year campaign, the fighter faced many situations and I learned his motivations. That player liked to win and hated to lose. Even being useless in a combat while another party member with the right abilities handled the danger felt like losing to him. Therefore, he tried to optimize his fighter, including by multiclassing and buying obscure magic items, to be able to handle everything that I could throw at the party.

As a newbie, he really did not know the vast breadth of options a GM has at hand, but he thought he knew. We GMs have to throw a variety of challenges against the party. If we limit the challenges to what makes the party confident, then they will overspecialize, dominating against those kind of encounters and failing against other kinds of encounters. Therefore, a good game does not pamper the players. However, since my experienced players had good information skills, they had a clue when something upexpected was ahead. That one boastful yet secretly cowardly fighter was dragged complaining into the new encounter by the rest of the party, so the game continued.

Skeletons are annoying, due to their DR 5/bludgeoning; immunity to cold, and other undead traits. Give then a special ability or class levels, and the party can look ineffective against them.

Add in that at least one character, the halfling rogue, is deliberately roleplayed as cowardly. That means that the halfling will suggest retreating and if the players are unsure about the challenge, then they will take the advice. Like if the corsair suggests sneaking about a ship to steal weapons, and the other party members realize that they are bad at sneaking, so they could mess up by sneaking poorly and look incompetent.

Perhaps give the halfling rogue a Cape of Effulgent Escape or Cloak of Fiery Vanishing or a Wand of Vanish, so that he or she can escape easily. Then the halfling might stop suggesting a cowardly retreat.


If the halfling is role-playing being a coward, then as much as it may sound iffy, you need to take (most) of that away. This is purely from a campaign and gaming standpoint, it is interfering with the game and the other players are not wanting to force a character into a situation, but it is obviously becoming an issue over and over (and keeping other players that do want to go out and explore and experience your game and world from doing so).

I am not saying take away the character's trait or actual fear, but if he is truly role-playing as he claims, than if in-character he does not have those fears, he cannot role-play them.

If he suddenly ends up with a magical cloak that, not necessarily removes fears (because a player with immunity to fear can still choose not to go someplace), but instead bolsters confidence or makes him over-confident, then as a player he needs to role-play that (just like if you are charmed or don't know in-character information you shouldn't play otherwise). Maybe a tailor comes through the village with some interesting clothing and there's a fine halfling-size cloak (or it turns out to be any article of clothing or item he picks out), and it's enchanted (if they check for such magics while shopping for clothes, it doesn't detect as such or maybe it has actual enchantments on it, you said they're wealthy). It's not like a cursed berserkering sword, where he is forced to fight to the death or makes him charge a dragon (or even makes him immune to fear effects), it just legitimately takes away cowardice.

In either case, start small. Tell the halfling that he's feeling confident about little things at first. Like out-drinking the village champion (whether he can or not, don't force him, even if he will fail), but tell him he has great confidence that he has a chance. Then, since there's magic involved, when he starts to voice fear or cowardice (not just misgivings) you can mention that he doesn't actually feel that sensation and any misgivings he has are instead just precautions or dangers he's thinking about in terms of how he will face them, not how he will be paralyzed with fright and hiding under the covers.

Again, this isn't taking agency away, only mitigating a play-style that is not conducive to continuing the campaign and adventure and has been shown to be hindering other players' desires to do so, but their reticence about splitting the party or other issues is forcing them to be 'nice about it' for now.


So... I didn't replied for some days, because I had 2 days of session. I think my group is on a good way now... They Progressed so fast through the story this time... They experienced more of the world, than in the last 20 sessions combined. And thats not even a joke. Here is what I did.

So, I kinda just took the safezone of my players because I insulted them of a murder, as I said previously. So they were kinda forced to leave the city for now. Ofc the murder insulting is a big mistake by the guards and they will notice that soon, but at the moment, their safezone is a no-no-zone...

While they were outside of the city, I showed them, what consequences their failures had... Like... The village that was burned down, the forest that is literally dieing, the dead NPCs (I described that more brutal than neccessary probably) And they were in shock. They didn't know, that this situation was so important and some of them regret, that they didn't do anything... The Rogue even said, that he basicly played his role so his character regrets kinda nothing, but he wished, that he did something there... That was the part, where I end the punishing part, because they all got it... Now comes the rewarding part and that was basicly our session today (which just ended some hours ago)

So my group found the current hideout of my BBEG... Alot of Zombies, ghoules, Skelletons etc around. They knew they had no chance to fight it. But my group figured, that maybe it could be a cool idea if someone just sneaked in to gather some informations... Of course my rogue noped the f#$@ out, but my group convinced him, that this could be really important, so he did eventually. He did some Stealth and also Climb checks (which he couldn't even fail tbh. ^^ He doesn't know, but he had a Stealthbonus of +15 so he would pass anything anyway.) and yes... He got some very valuable informations... next targets for the BBEG for example. He also found a magical item. Thanks Mathmuse to you btw... he found an Item you recommended. He found this: https://www.d20pfsrd.com/magic-items/wondrous-items/c-d/cape-of-effulgent-e scape/

So... My group knows what to do next and the coward in the group got rewarded big time, after a big risk. So... The character itself is probably still coward, but should be a pretty good feeling now, because that worked so well for him. Also... If cowardness still kicks in... I added that confidence skill that Pizza Lord suggested to the cloak... It kinda made sense to me so I thought that is a pretty cool idea. Maybe I'll need that someday. :)

So for now, problems seems fixed. Thanks for all your suggestions, they definetly helped alot. :)

Edit: I will just use the confidence skill, if cowardness takes overhand again... its cool to play a little bit scared, but half a year of a paralyzed group is a bit too much for my taste. I will safe that, when the group is really in need again. But I think they learned now, that its way more cool to take a risk... So next session they can play a big siege which they are already very excited about. Thats a way cooler Story to tell than "Yeah, we drank beer for around 20-30 Sessions" for sure. ;)

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