I have started running Keys from the Golden Vault with my group. We just finished the first heist, the Murkmire Stone, which we ran at level 1.
My players ended up running afoul of the mimic in the basement. (I did weaken it before the encounter started, but didn't alter any damage dice.)
This caused one of the players to take (relatively) massagemassive damage, leaving them at 2/8 hp. They asked if they could take a short rest alone in that room while the other players continued (they are on a time crunch). I agreed, but stressed to this player that they will be resting for a full in-game hour with not much to do, especially considering they had already scoured the entire room they were already in. They agreed, stating they just made this character and don't want her to die so soon.
The other players continued working towards the McGuffin and immediately got into a fight with museum guards. This caused a large amount of real time to be taken up for something that was barely a minute in game and frustrated the player that was resting. They voiced their concerns to me and I offered to let them take a shorter rest (30 minutes in-game) for half of the hit-die they had already rolled, but they declined. For context, they had gotten a 6 on their hit-die.
Once the guards were handled, the barbarian grabbed the resting character and put them in a bag, papoose style, so they could investigate/unlock things around the museum with everyone else while still not exerting energy. After the session, the resting player told me again that they felt left out at the beginning of the session and wished that I had done something to include them. I just told them sorry and that I'd work on it in the future, but I had some other thoughts cross my mind.
- I warned them ahead of time that they would have to sit out for a full in-game hour if they wanted to roll a hit-die
- I couldn't predict how the other players would act immediately following this decision
- She didn't want to change rooms because they didn't know where all the guards were, and they didn't have a solid method of long distance communication
My question is, how do I include a player that is scared to continue with the party when the party is doing something incredibly risky for that player?