[RPG] As a GM is it unfair to secretly protect one player’s character to keep the peace

fudginghackmaster-5eproblem-players

I have recently started playing (as GM) tabletop RPGs after a several year hiatus because I was no longer finding it fun. My current game, which uses Hackmaster 5E, has been running for about 6 months and I am enjoying it and my players seem to also be enjoying it.

However I have an issue with one player. This player gets upset whenever things don't go the way they want with their character. For example if their character (a fighter) misses too many times in a row. It gets even worse if the character starts getting low in hitpoints and the player feels like the character is threatened. I personally find this kind of behaviour on the part of a player to be stressful. I have started fudging die rolls in the character's favour occasionally, just to keep the peace.

I have been playing with this player on and off for more then a decade both as another player and as GM/DM. She is the type of player who always plays a similar character — a fighter. I had always thought she just plays because her boyfriend and most of her friends play (she played D&D 3e for years but still never seemed to understand many of the rules) until she told me it is one of her primary forms of stress relief (she has been having a hard time lately).

My question is this: Is it unfair to everyone else if I just keep fudging stuff for this character (not too much, just enough to make sure they don't die or anything) just to save myself the headache and make the game smoother and more enjoyable for everyone? I don't want to ask the player to leave the game because that will cause me problems with my social group. I just want to have fun and enjoy the game and I want everyone else to have fun as well. Obviously the other players get a bit protective of their characters but no one else is even close to this intense and upset about it.

Best Answer

No, it isn't unfair.

Definitely and explicitly, no. Roleplaying games in general, and DnD in specific, are storytelling games. If you fudge rolls or set up situations to favour one character, that is definitely not unfair on it's own. Fair in DnD and so on is based on making sure everyone gets to;

  1. Roleplay their character

  2. Get an equal or sufficient share of the spotlight time

  3. Not justifiably feel attacked, belittled, insulted or otherwise socially harmed by other players or the GM

If fudging rolls or setting up situations enables those things to happen, it's fine. If it causes those things not to happen, then it's not fine.

In this situation, the following factors are relevant;

  1. the character is a Fighter, one of the least powerful classes in 3e in terms of problem solving

  2. the player has little interest in the rules and is therefore likely unoptimized compared to the rest of the party

  3. 'stress relief'; says to me the player is there to kill orcs and be strong, and not to roleplay the intricacies of her character's dead boyfriend and the twilit idylls along the banks of the river shadowheart - ergo the player wants the spotlight time (success, awesome moments, roleplaying) to occur on the battlefield

Based on all that, assuming my assumptions are correct - feel free to fudge dice rolls and set things up specifically for the fighter to smash. Generally if I have a fighter in the group, i'll put things in combat for them to do - orc minions to slaughter, rope bridges to fight across, put the annoying cultist leader somewhere a bit dumb where he can be stabbed to death, etc, etc, because they get so few things to do anywhere else in the game in most editions of DnD, even if the player is a heavy roleplayer and getting spotlight time and fun in other areas.

In this case, shifting things around a bit so her character is more of a God of War than the stats would otherwise indicate seems perfectly fine. Spotlight-stealing is a problem, ruining others' fun or roleplaying is a problem, playing a character doesn't fit into your world (so you feel you have to stop them roleplaying the thing they want to play) is a problem, but fudging dice rolls and letting people win isn't really a problem, just a logistical issue.

Feel free to hammer the other characters still, make them scared for their low hp etc, but if this person wants to not have that, and you have the skill required to give them their victory while making the party feel scared, then you lose nothing by doing it. And potentially gain a bunch of fun, which is the entire point.

Note, when setting up encounters, my typical strategy is to put as many things in there for my players to kill as I think they physically can. Very rarely do I run 'single big monsters', and when I do they are more like a boss monster in a shooting game, a puzzle involving different kinds of attack and movement more than a big pile of hp with a strong attack. My general answer to 'a player wants to kill stuff' is 'have a bunch of stuff that is there specifically to flail and die'.