[RPG] How to keep a player from “shutting down” after a streak of bad rolls

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In my sessions I've repeatedly noted that after a few bad rolls, one of my players (age 20) seems to become reclusive and stop paying attention.

Now I've tried various methods to get the player to pay attention again, but it seems that no matter how much his PC is punished or rewarded in game, even to the point of almost dieing to a hefty bag of gold, that this player did not care. I've even tried abstract methods, and given him a verbal slap, getting the other players to laugh at his PCs expense just to see if he'd dignify his character. Complete disconnect. The Player didn't even care.

A Few rounds later, the dice rolls are in his favor, and suddenly, he cares about the story again! Participation happens, and the players are moving nicely.

This is bad for both of us. For me because suddenly I've got a brain dead PC that is being lugged around, slowing the game. For him, because he isn't enjoying the game.

How do I as a DM prevent the disconnect that happens when players are on a bad luck streak?

Best Answer

I want to lay out three premises to start with:

  1. There is no “right” or “wrong” here. You should throw out any preconception you have about what is “right” or “wrong” here; no one is either of those things. Laying blame, meting out punishment, etc. is not appropriate and will not help. Cajoling the player with rewards isn’t really quite right either. I strongly suggest you stop these things immediately. Were it me, really no matter what I was doing, having the other PCs laugh at me really would be a very strong incentive to leave the game. So I strongly suggest that these measures are not the right approach, and you should stop trying them.

  2. There is an issue here, even if no one is “right” or “wrong.” Just because no one here is “right” and no one here is “wrong” doesn’t mean there’s no problem: there is. Brief disengagement from the game following a string of bad luck leaving you feeling unable to contribute is not terribly unusual, nor is it necessarily terrible for the game in and of itself, but only if this is brief and infrequent. You are suggesting that it is both frequent and quite extended. That suggests a player who is not having fun, and that’s a problem, even if it is no one’s “fault.” Fun is why we play, after all.

  3. There may not be a solution. The things necessary for this player to have fun, to avoid these bouts of disengagement, may not be things that would make the game fun for you or the other players. This is still not a question of “right” or “wrong”—but it does mean that the issue before the table is intractable. Agreeing to part ways is a valid resolution; an undesirable one, but still better than someone continuing to spend their time doing things they don’t enjoy, or getting into a fight about it.

So the perspective to take here is to try to determine ways for this player to have more consistent fun, to avoid these bouts of disengagement, without tarnishing the fun for yourself or others, and so allow the game to continue without losing anyone or having someone there who isn’t having fun.

The first thing to do is to talk to the player, probably privately, definitely out-of-character. You need to determine a number of things, but most important of which is 1. is this player actually enjoying the game overall? and 2. how that player feels about the disengagement; do they feel it’s an appropriate reaction to frustration and are fine with it, or are they expressing more severe dissatisfaction this way. You should also very seriously consider apologizing for the ham-handed ways you’ve tried to address this in the past.

The second thing to do is to try to address the underlying problem: bad rolls are disheartening to a lot of players. It’s perfectly normal to be disappointed by them in games where you are seeking to achieve some goal through your character, and a failed roll means you are not making progress toward that goal.

Other game systems can avoid this entirely by focusing more on producing a story than achieving a goal, often aided by more “interesting failure” than merely “you didn’t accomplish the thing you were trying to.”

Which is what brings me to my suggestion: player engagement improves when players get to do things. You can offer them alternative options that don’t require rolls, or require lower numbers. You can even offer them effects on missing: you are welcome to say things like “the orc parries your blow, but you could follow the blow through into the rope holding up the chandelier if you wanted,” for example. Being creative here is good—getting your players to be creative here is better. Obviously whatever happens on a miss should—usually—be less than what happens on a hit, but offering circumstantial lesser effects can really bring a struggle to life.