How to intervene when a player gives up?


Advice


2 people marked this as a favorite.

Have you ever seen a player give up and disengage? I've seen it happen in my own games when incorporeal foes resist weapon damage, golems prove immune to magic, or alchemists straight up run out of bombs.

The response I'm trying to avoid is, "I guess I can't do anything. I delay." At that point, the discouraged player checks out of the adventure.

As a GM, how do you help such players understand that there are other way to contribute? I mean, even if it’s a less-effective-than-usual option like setting up a flank, using aid another, or attempting an RP gambit like taunting the enemy, it's got to be more effecting than twiddling your thumbs and glowering at your mini!

(Comic for illustrative purposes.)


1 person marked this as a favorite.

My way of dealing with similar issues really depend on the level of game expertise the player have.

One of my expert players gets whiny whenever ennemies exploit ''unfun'' mechanics such as poisons, stealth or whatever he feels is ''unfun''. As he's a good friend of mine, i kindly remind him to stop whining and to deal with it.

Two of my other players are rather new to pathfinder. Not new to roleplaying in general, so i remind them of options that's available to them, within the system.If they ask if they can do something a bit more original, i'll find the closest possible action within the system and might tweek it a bit if necessary.

If characters have any knowledge skills i'll also allow for them to roll to find unconventinal weaknesses and such.

Although, it very, very rarely happens that players feels useless at my table. I supervise character creation and level up so they don't end up with abyssmal combat abilities. In addition i'm not in the habit of designing encounters in which characters will end up 100% useless.


1 person marked this as a favorite.

My players give up at "non-optimal." If their PC is built around Fire damage and they encounter a monster with resistance, or if their best attack is on a Charge and there are no charging lanes, my players quickly become demoralized.

This also occurs out of combat. When 3 of the four players do nothing while a single character with the absolute correct skill, spell or feat for the situation solves it, those other three players miss out on a chunk of the game.

What I try to do is remind my players that you don't need guaranteed success in order to contribute to a scene. A 50% chance is still a chance. Not only that but in non-combat scenes I'm VERY flexible to alternative uses for skills.

If a PC is trying to soothe an Animal type creature using Handle Animal for example, I've let folks add an Aid Another bonus by making a Knowledge: Nature check on the animal in question. When disarming a particularly tough deathtrap I allowed a PC to deliver Aid Another through a Str check to hold back a powerful mechanism of the trap.

In combat, even an imperfect attack is still an attack. Out of combat I'm like the anti-Yoda; you can always TRY something.

If all else fails I'll ask the player after a session ends if they had fun specifically in the situation they gave up on. If they had a negative experience, I'll ask them about it, ask them if there was anything we could've done differently and so on.

This at least gives me the chance to tell the player in no uncertain terms that these kinds of situations WILL come up again. There will be times when your best attack or skill isn't what's needed. Rather than pouting, what ELSE is your character built to do and how can you use that for problem solving?


1 person marked this as a favorite.

I encourage the players at my table to not build BS one-trick characters... so at any given time, everyone usually has SOMETHING they can do.

I also started the campaign with a GMPC focused on Aid Another... which reminded everyone of the usefulness of said Aid Another action... even when my GMPC was no longer part of the adventuring group, they still remembered that Aid Another is an option when all else fails.

On top of that, I have been blessed with awesome people at my tables, and they invest in roleplaying their characters through thick and thin... if they don't know what to do, or have nothing to do, it usually ends up with some sort of hilarious roleplay scenario that is well worth whatever distraction from whatever the encounter may be...

If the Alchemist feels as though they cannot contribute without Bombs, then that player needs to shown a few things about the class so they understand that an Alchemist in not just the sum of their Bombs. They either don't know how to use the class correctly, or built a terrible Alchemist... either way, the GM needs to assist the player in sucking less. An Alchemist should pretty much always be able to contribute SOMETHING, be it Knowledge or Aid or buffs... screw the Bombs... Bombs are only damage, and there is SO MUCH MORE to the game than just reducing hit points.

If your players are checking out because of incorporeal enemies or constructs... Bye, Felicia! I don't have time for petty whiney BS. If you failed to take my advice on character creation and allowed nothing to deal with these sorts of things, then I really don't feel sorry for you. Incorporeal enemies exist, and will be used. Everyone knows about the weapon damage thing... yet you did nothing, NOTHING, to prepare yourself... sorry, but not sorry.

Cry me a river, build a bridge, and get the F over it.


1 person marked this as a favorite.
VoodistMonk wrote:

I encourage the players at my table to not build BS one-trick characters... so at any given time, everyone usually has SOMETHING they can do.

*Snip*

If the Alchemist feels as though they cannot contribute without Bombs, then that player needs to shown a few things about the class so they understand that an Alchemist in not just the sum of their Bombs. They either don't know how to use the class correctly, or built a terrible Alchemist... either way, the GM needs to assist the player in sucking less. An Alchemist should pretty much always be able to contribute SOMETHING, be it Knowledge or Aid or buffs... screw the Bombs... Bombs are only damage, and there is SO MUCH MORE to the game than just reducing hit points.

If your players are checking out because of incorporeal enemies or constructs... Bye, Felicia! I don't have time for petty whiney BS. If you failed to take my advice on character creation and allowed nothing to deal with these sorts of things, then I really don't feel sorry for you. Incorporeal enemies exist, and will be used. Everyone knows about the weapon damage thing... yet you did nothing, NOTHING, to prepare yourself... sorry, but not sorry.

Cry me a river, build a bridge, and get the F over it.

I agree with so much of this. Playing in a gestalt game right now. Myself and another player are both alchemists; him a monk, me a sorcerer. Admittedly as gestalt we have a few more options than the average character. That's kind of the point of gestalt. Anyway, I choose to take an archetype that specifically removed bombs. In part because I tend to dislike too much overlap in my groups, but more because while powerful/cool, bombs kind of bore me. I built around diseases and "dirty" effects that cause debuffs. On the alchemy side Adhesive Spittle is one of my go to spells. But, just because at first, I added Black Snake to the character. I eventually came up with role play whys for it, but either way, when spitting doesn't work, I get to have fun with whips.

We're still low level (3), and most of my spells/extracts go against fort saves and/or have size or other limiters on targets. I'm almost worthless against undead and large sized foes. We got into a fight with some type of shadow. Once I'd helped with what knowledge checks I could, the other alchemist and I took turns running around and taunting the shadow while our two clerics spammed channel energy. It was ridiculous, and we all had a blast. I ended up accidentally getting the kill shot though. We all have at least one +1 weapon, and I got a lucky strike in with my whip when the bugger had 1hp left :p

Point is, "Yep! You can always do something,". If a player is pouting, mostly screw 'em. If though, they're just momentarily lost or flummoxed, that's when I start encouraging creative thinking. Check your skills, check your inventory, your spells and feats. If all else fails, search the scenery or make a speech.


Mebbe addin' in some free 3pp player options [probably cooperatively determined by players/GM] for the players to use or porting some kinda "stunts"/"criticals" system [something like what Dragon Age/Fantasy Age has]?


1 person marked this as a favorite.

I think I've seen this exactly once, and that was at least as much an in character reaction as the player giving up. Sometimes players have felt that the fact they are outmatched and need to run (and as such are useless in this encounter) is the same as unfair stuff happening and they need a little time to mentally readjust. Other than that even if they feel less than useful or treated unfairly, they always try to do something. Sometimes they need a little support from other players, sometimes they need a gentle reminder from the GM that there are other things they can try to do to help even if their main schtick is not helpful right now.


2 people marked this as a favorite.

I’ve been playing an illusion/enchantment focused wizard in a campaign lately and well… for the last 15 or so encounters we have been dealing with either mindless creatures or entities with fairly high SR relative to our level… so for quite a few combats now my spells have been utterly ineffective against our enemies and after I have cast my paltry few spells I can on allies I do often find myself with extremely limited options. As a player who loves the RP and the game, I don’t want to be in a situation where I basically just check out and give up on my actions for the rest of the encounter, but sometimes it does feel like that is the only option… for the character in question, her fall back as of late has been to throw caution to the wind and run in with a dagger and stab something, a tactic that has bee surprisingly effective… far more so than literally any of her spell casts have been this entire campaign…and that is with a strength score of 8… she is the weakest member of the party physically and yet when her spells fail she stabs things. She has actually managed to take out quite a few enemies with her dagger even. (Funny enough I kept forgetting to prepaid mage armor for the majority of the campaign so far so she was running around with a measly 12AC… and I have yet to roll above a 2 for her HP… somehow she is still alive)

My point though… sure their might always be “something you can do”… weather or not you should do it or if it will even be effective might be another story…

in the same campaign my character has a twin sister who is a shadowcaster wizard… so as you can probably imagine she too has been finding her spells to be largely useless as of late, unlike her sister however her backup has been to use a crossbow… and it has been an exercise in futility… the poor girl can’t even hit the broad side of a barn if it were 10 feet in front of her… intimidation has been a no go as the few times it has been tried has been constantly met with failure despite having fairly high rolls… flanking is a bad idea for a wizard unless you happen to have a sizable AC and good rolls on HP… aid another is only good if you can reliably hit that DC 10, which while sure it’s a base 50% chance, can be surprisingly challenging for some characters… (to put it into perspective, last session she had 1 attack roll above 10 over the course of 4 encounters)… and even when you can reliably hit that seemingly simply DC 10 reliably, putting yourself into a position where you can aid another is generally no safer than flanking.

While conventional wisdom says that every character should have atleast 3 or 4 different things that they can not only do, but do well, in any given situation… the fact of the matter is that limitations of the system and sometimes even story can often make that impossible. If you don’t have enough skill points to distribute into the skills that you need for your build progression, are vital for your character structure, and offer you alternative actions for an encounter type; then something has to be sacrificed… for a min-maxer the obvious choice is to give up the skills that are more structural for RP development, while an RPer will usually sacrifice the skills that give them more choices unless they can work out a way to take the skills they need for feats or prestige classes at later levels without hurting their progression or concept. You might also simply be incapable of performing certain actions due to lacking the tools to do so. I know a few individuals who when making a primary Spellcaster will opt not to take a weapon since they feel if they have to use a weapon then they aren’t playing their character properly… and when they are faced with the situation of their spells just simply don’t work, it can be rather challenging to find anything that they can do. It also happens all too often that groups that play with the same individuals a lot tend towards having groups where each player has a task that only they can perform (or atleast perform well) and when the party encounters something that none of them had built for in a campaign they fruitlessly try dozens of options only to inevitably give up and abandon that task (assuming that abandoning the task is even an option)… I know in one campaign our GM literally had to give us a McGuffin to complete a certain task because it was 100% impossible to actually complete that task with the tools and skills available throughout our party, and the story couldn’t proceed otherwise.


1 person marked this as a favorite.

It depends why they are checking out. Some people by disengage over being overwhelmed in the moment, example they tried all their tricks, used all special abilities so not that they can’t do anything they don’t know what they can do in the heat of the moment. If they survived there is character growth opportunity to role play maybe even give the doubt drawback.

Now if they withdraw because they want to play murder hobo dungeon crawls only where they steam roll over everything Id tell them; this isn’t the style game I run. That mindset will get you killed in my games as I run deadly games. If you don’t social well to prepare you can die just as easy from trash as the mini boss.

I had a group of 7 players 3 years ago. They were level 3 and faced 3 were boars bandits (Challenging encounter but not impossible) well they didn’t social at all just headed blindly in woods and stumbled upon their camp. They were hitting we’ll only they couldn’t overcome the DR (no silver weapons) and I saw 3 players were getting mad as their attacks did zero damage. The psychic of the party got clever and used a cantrip to launch silver coins to damage them. The cleric of the party did something don’t remember but I decided to throw a small bone. A light shown in the camp of a dead hunter. He has some silver weapons and they finally killed the boars with one infected party member. After the encounter I warned them out of character (some new players) that never run in blind.


1 person marked this as a favorite.
Mark Hoover 330 wrote:
What I try to do is remind my players that you don't need guaranteed success in order to contribute to a scene.

I may be pouncing a little too hard on a specific word, but the usage of "scene" here makes me wonder if there's a style difference at play. When players are "useless and get discouraged," is it maybe because they feel like they can't be the one to solve the problem? In other words, we GMs want them to contribute dramatically, but they want to contribute mechanically.


1 person marked this as a favorite.

Hmm, one of my players has been a bit disengaged after being unable to use their stealth.

What I remind them every time is that I as a GM I can't guarantee that everyone will be effective all the time. It's up to them to figure out how to use what I give them. Also that they need to think about their abilities and that as a Rogue their best position is flanking.

You didn't get to stealth this one fight? Well that's fine you still managed to get a ton of damage from flanking. Oh you didn't get to hit? But look you manage to help set up that huge hit.

****************

In my case I get discouraged not because my character is bad or because the enemies are tough. But because I have lousy luck. I swear I cannot roll above a 10 when fighting, unless I am a GM. And I am rolling in roll20 so I can't even blame my dice or just "being bad at rolling".

It doesn't help when the character I make doesn't fit the rest of the party for 1 reason or another. Nothing more discouraging than playing an "person who likes to talk and play music" getting no real chance to talk, because the story is at a place my character has no business in. And I wont go interjecting myself into the story of another player, if it doesn't make sense for mine to be involved.


1 person marked this as a favorite.
DRD1812 wrote:
Mark Hoover 330 wrote:
What I try to do is remind my players that you don't need guaranteed success in order to contribute to a scene.
I may be pouncing a little too hard on a specific word, but the usage of "scene" here makes me wonder if there's a style difference at play. When players are "useless and get discouraged," is it maybe because they feel like they can't be the one to solve the problem? In other words, we GMs want them to contribute dramatically, but they want to contribute mechanically.

I think its 2 problems:

1) Being unable to roll well when you are supposedly good at something.

And,

2) Being unable to participate because your character is physically outside the scene.

In the campaign I am currently in, it was often the case that my character was in one spot doing what I believe my character would do. Often walking around searching for something to do. But the actual bulk of the sessions was spent with 2 other characters that had connections with important people to the plot. Aka my character was "useless" at actually being involved unless I actively inserted myself into the scene somehow.


1 person marked this as a favorite.
DRD1812 wrote:
Mark Hoover 330 wrote:
What I try to do is remind my players that you don't need guaranteed success in order to contribute to a scene.
I may be pouncing a little too hard on a specific word, but the usage of "scene" here makes me wonder if there's a style difference at play. When players are "useless and get discouraged," is it maybe because they feel like they can't be the one to solve the problem? In other words, we GMs want them to contribute dramatically, but they want to contribute mechanically.

Style of play is definitely a contributing factor The War of DRD1812. By "scene" there I was just looking for a synonym for "encounter" but your point is entirely valid. For me dramatic contribution is as valid and encouraged as mechanical contribution, but my players don't see it that way.

However, I'd like to point out that I also went on to specify how open I am to PCs adding "Aid Another" bonuses in a variety of ways during skill use. PF1 doesn't have an exact mechanic to represent 4e Skill Challenges so instead I tell my players repeatedly that they can contribute other skill use to help a primary skill user PC to succeed if they can show how these alternate skills deliver the aid.

The end goal I'm trying to avoid is the stereotypical "one PC picks a lock, the other 3 stand around" situation. This actually happens A LOT in my games.

I have one player that really likes being super smart, and he is IRL too, so his characters are usually Arcane caster types and have ranks in every knowledge skill. Another player likes skills monkeys so she is currently playing a u-rogue. Yet another person is running a u-monk and wants to be highly mobile so he's the only PC that's taken Climb and Swim skills.

What ends up happening is if they spot a weird mural on a dungeon wall, only one guy can make a Knowledge check; checking for traps becomes only the rogue's job; scaling a cliff has to be done by the monk since the wizard doesn't have want to make scrolls of Fly for some reason.

Where I get frustrated though, as a GM, is that because of these silos the players put their characters in what ends up happening is on extended skill uses, like in social situations or on complex puzzles or whatever, three of my players just sit around playing on their phones or laptops while the fourth one shines. Moreover, after a session like that wraps inevitably one of my players comes back and says "can we have less social encounters" or "can we handwave traps" because they were bored while the other player did their thing.

Can we start another thread entitled "how to intervene when the GM gives up" b/c these kinds of situations are really getting me down.


1 person marked this as a favorite.
Mark Hoover 330 wrote:
Where I get frustrated though, as a GM, is that because of these silos the players put their characters in what ends up happening is on extended skill uses, like in social situations or on complex puzzles or whatever, three of my players just sit around playing on their phones or laptops while the fourth one shines.

Unfortunately Pathfinder 1e is very much a specialist based game. To make everyone more rounded up there has to be some agreement that this is the intented goal of the game. In my current E6 campaign, i made it very clear to the players during session 0 that i would use social conflict and verbal duel.

Another solution might be to restrict class selection to 3/4 BBa and 3/4 caster class. Those class are generally the more polyvalent and the most balanced one.

Mark Hoover 330 wrote:
Moreover, after a session like that wraps inevitably one of my players comes back and says "can we have less social encounters" or "can we handwave traps" because they were bored while the other player did their thing.

Yikes that's rough. I'm sure you're an excellent GM from what i've been reading, but does that player stay out of social encounters because they lack the skills to do so or because they lack interest?

Mark Hoover 330 wrote:
Can we start another thread entitled "how to intervene when the GM gives up" b/c these kinds of situations are really getting me down.

I feel ya, GM burnout is a real thing. What i advise is to talk to you player and see how they feel. I've stopped some campaign in the past when i realised i wasn't having fun anymore and my players were also getting a bit down. Sometimes taking a small break or starting something new helps. Good with luck with that!


1 person marked this as a favorite.
Temperans wrote:
Hmm, one of my players has been a bit disengaged after being unable to use their stealth.

This is the reason I try to discourage inexperienced (or mechanically unversed) players from playing Rogue - the entire class is basically a huge pile of false advertising. You want a class that's good at sneaking? Rogue is not the class for that! You want a class that strikes from the shadows? Rogue is not the class for that! You want a class that is good at 'backstabbing'? Rogue is not a class for that! You want a class that can make swift kills? Rogue is not the class for that!

The root of the player's problem is not something you did, but rather that he wants a playstyle that his class simply does not properly support.

If I may make a suggestion, the Shadow's Shroud feat could be a low-cost solution to the player's main issue.

Algarik wrote:
Unfortunately Pathfinder 1e is very much a specialist based game.
    This is actually a misconception. One should not pursue unrelated/non-synergetic combat styles, but Pathfinder highly rewards building hybrid-ish or flexible characters.
    This is yet another thing where the stupid "distinct/traditional party roles" crap that mentally calcified old players still propagate hurts the game.

Of course, in this paticular instance, the main issue is the GM and/or the writer - pure skill check 'challenges' are terrible design, especially when they take up a lot of playtime. If the GM makes it so that in social situations only players with high social skills can succeed, or puts horribly designed traps in the dungeon that just check the Disable Device skill, of course the other players will get bored.
'Social encounters' rarely have just binary outcomes, so it's fairly easy to build them so that 'unskilled' PCs can have some success, without invalidating then choices of those who did invest in social skills. And as for traps, I recommend this article.

Oh, and pro tip: If you want to get more players to invest in social skills, make them influence quest rewards. Make quests give a higher reward if they quest give gets convinced (diplomacy) or tricked (bluff) that there were additional hardships, or if they're intimidated; if you make the quest giver sort of "single out" a PC (e.g. with a "you look trustworthy"), or give certain PCs bonuses on the check depending on the quest giver's personality (the small guy might react better to an intimidate comign form the half-orc than from the gnome Sorcerer), you can prevent having the same PC do it for the group every time. It shouldn't be overdone, but presenting a direct way to get tangible reqards from having social skills is the most effective way of making players invest in them.

Also, giving PCs more skill ranks can help. Paizo removed the terrible overpricing of cross-class-skills, but sadly didn't fix that many classes have objectively too few skill ranks per level (and for many classes they're indeed objectively too few, as I analyzed [url=https://paizo.com/threads/rzs432o8&page=6?Are-There-Any-Classes-or-Class-Abilities-That#263]here[/url).


1 person marked this as a favorite.
Derklord wrote:

This is actually a misconception. One should not pursue unrelated/non-synergetic combat styles, but Pathfinder highly rewards building hybrid-ish or flexible characters.

This is yet another thing where the stupid "distinct/traditional party roles" crap that mentally calcified old players still propagate hurts the game.

Fair point. Hybrid class are actually pretty good and i like them a lot. However, there's still an amount of specialisation that character must commit and character tend to maximize combat abilities as it's also what the game is the most equipped to deal with. The other pillars, lets say social and exploration, are anemic compared to the amount of combat rules.

I really try my best in my homebrew campaign, i use social conflict rules, i try to involve player into their skill check roll, but still combat takes at least 40% of the campaign space. Granted i might just be a combat focused GM.

Derklord wrote:
Also, giving PCs more skill ranks can help. Paizo removed the terrible overpricing of cross-class-skills, but sadly didn't fix that many classes have objectively too few skill ranks per level

Hard agree. This is why i play with the Background Skill rule, it really helps fleshing out characters.

Edit: About skill, i also raised each class outside of int-based casters, paladin and cleric to at least 4+int. No more 2+int on fighter and sorcerer that's just bad. It plays a bit on the Rogue ''role'', but i couldn't care less as i encourage everyone to stay away from the class and pick slayer instead.


1 person marked this as a favorite.

@Derklord That player already has the ability to cast an aura of darkness as the spells, via Shadowdance. But given that is just kicking in now he is not quite used to it.

Also I agree that a huge amount of the problem is people thinking that they have to maximize for 1 specific thing. I mean its an useful thing for certain character concept. But its not the end all be all of playing the game.

***********************

On that note, @Algarik.

People say that most of the rules are related to combat. But if you actually look at all the rules, alt rules, and bonus rules you would notice that most of it has to do with handling a variety of encounters everything from terrain, to social, to just "how do I drive a cart", to creating a variety of things (to help or torment players).

Its really incredible how many alt rules are there mostly ignored because "this game is about combat".


1 person marked this as a favorite.
Temperans wrote:


On that note, @Algarik

People say that most of the rules are related to combat. But if you actually look at all the rules, alt rules, and bonus rules you would notice that most of it has to do with handling a variety of encounters everything from terrain, to social, to just "how do I drive a cart", to creating a variety of things (to help or torment players).

Its really incredible how many alt rules are there mostly ignored because "this game is about combat".

I'm not saying that there is no rule to deal with something else than combat. However i'll have to disagree. There's some guidline on how to run social encounters in ultimate intrigue, it's still pretty anemic compared to the amount of content dedicated to combat.

The game is combat simulator with extra side rule.

It's impossible to progress in pathfinder without gaining combat capabilities. Even NPC classes can't avoid gaining hit dices and base attack bonus as they level.

Combat is this huge thing with a huge library of 6 bestiaries to fight, with epic battle. It's also pretty cohesive and work on the same framework.

Skills are all one or two roll to solve problems.

Side rules sometimes work, sometimes are janky and some of them doesn't even mesh well with the base game.

Lets take the verbal duel from Ultimate intrigue. It's fun i really like it. It's also it's own mini-game that interact sideway with the system. It doesn't even use the traditional skill bonus.

Spells without combat applixability are also fairly limited.

In conclusion, while i don't think pathfinder is exclusively a combat game, i still think it's mainly built as a combat game with side dishes of exploration and social rules.


1 person marked this as a favorite.

Oh yeah I won't deny that there being more feat/class/spell content related to combat. I was referring to the "combat" rules themselves being relatively few.

Which is kind of weird when you think about it, but not surprising to be honest.


3 people marked this as a favorite.
Temperans wrote:

Oh yeah I won't deny that there being more feat/class/spell content related to combat. I was referring to the "combat" rules themselves being relatively few.

Which is kind of weird when you think about it, but not surprising to be honest.

Ther are far more combat rules and the combat rules are far more comprehensive than any rules set for any other type of encounter… if you group up all rules by encounter type, you’d find that social encounters have very few rules to work with, and most of the optional and alternative rules sets for social encounters are rather complex and hard to follow and ultimately create more questions and problems than they solve… investigative encounters have some of the simplest rules ever and really don’t leave much to work with… chase encounters have one solitary rule set and it’s very limited in functionality… Escape/Infiltration encounters revolve almost entirely around stealth, trap, lockpicking, and hidden door rules… you can fit the entirety of the rules for all non-combat encounters on a fraction of the pages it takes to fit all of the combat encounter rules. You only think combat rules are few because we are all so accustomed to them that we can easily sum them all up mentally into a very small rule set.


1 person marked this as a favorite.

When do I check out: Maze

I absolutely hate that spell

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / How to intervene when a player gives up? All Messageboards

Want to post a reply? Sign in.