[RPG] How to get the players to be less tense and anxious

gm-techniquesroleplayingsystem-agnostic

My players are nearly all newbies who prefer a very roleplay heavy campaign with combat that is very deadly, quick and sparse… but I've run into a snag.

The party, in-character and out, are extremely distrustful of every single NPC. They have no interest in interacting with them, and are very fearful every time the party splits for any reason (even when just collecting supplies in a totally harmless town).

We are only 4 sessions in, as a DM I have never had them be attacked in a "safe" zone such as a town. I have only had one NPC outright lie to them (a thief, no less) and the rest have been cordial.

I don't understand what I am doing wrong as a DM to make them so mistrustful of other NPCs, to the point where they refuse to interact with them. Every small change in music or scenery makes them tense up and start doing rapid fire perception checks.

They seem to enjoy roleplaying amonngst one another, and do not seem to be motivated by loot or combat or even exploration. They just like to have their characters chat and speculate about current in-game events.

How can I help them feel less tense to enjoy their roleplaying experience more? Or should I give into their paranoia and just roleplay out the world being conspired against them?

They tell me they enjoy being very paranoid IC and that it is fun for them, but I don't want the game to be a dark place for them.

Best Answer

Explain how your world works

For whatever reason, your players are treating everything in the world as an obstacle and everyone as an antagonist. Explain that they are wrong!

Then, while you are playing, you will clearly indicate which zone the character's currently occupy:

  • In a green zone there is no chance that the people they meet are antagonistic or otherwise ill-disposed to the characters before the characters interact with them. After interaction, they may become so if ,for example, the characters come across as paranoid jerks. Example: the PC's home village or city neighborhood.

  • In an amber zone, some characters will be well disposed and some will be not so well disposed but violence will never be a first response. Example: the open road, seedier city neighborhoods.

  • In a red zone, most people they meet will be antagonistic, however, some will be helpful. Violence may be a first response but if, as you say, your players prefer role play over combat, intelligent monsters may negotiate first.

Get some poker chips or other tokens in these colours and put them on the table where the players can see.

If you want exceptions (e.g. a villain targeting the PC's base), explain that these will always be an obvious clear and present danger.