AstralFire
2013-12-15, 11:16 AM
Never had murderhobo PCs before, really. I mean, occasionally one person might have those tendencies, but the rest of the party kept them in check, so this is new territory for me.
I've recently started DMing for a new group, and I try to keep a mix of encounters going; some social, some combat, some exploration, some investigation, and then a few things that are mostly intended as fluff. Tourism. An interesting bit of the world they can interact with in minor ways.
The Tourism is the problem here. It's been a different combination of players each time, but whenever I try to write interesting quirks and make people feel real, eventually part of the party finds their behavior suspicious.
The Paladin has a bit of a murderhobo thing going on when Evil is detected. He doesn't attack evil people willy-nilly (and I play some ordinary people as pinging evil, Eberron-style), but evil + remotely suspicious is a problem. He's really good about being self-sacrificing in other situations, so I haven't made him fall yet. He was actually a key part of the resistance to what happened last night, thank goodness.
Party's in the frozen tundra, making way for a wintry forest inhabited by an elusive order of druids.
Storm is coming in, so they make their way to a stone beacon (lighthouses for the ground, pretty much) to ask for shelter. Encounter a gnome and a halfling team who run this tower. Before the party can say a word, with the wind ripping branches off of trees (and into their faces, they were starting to hate reflex saves) the duo usher them in.
Both are more than willing to give the party some shelter for now, but warn that if it's a long one, they will expect the party to be out within about 10 or 12 hours, regardless of whether the storm has passed. With that said, they begin cooking some food.
Party argues back, manages to diplo out of them that the duo have given shelter to people before and been robbed or worse in their sleep, with only their extensive array of traps saving them. They have multiple wounds to match with this story. Party continues to plead, the halfling begins to falter, and the halfling and the gnome go back to the kitchen to argue over it.
This is when my party begins to suspect them. Some even think that the two are werewolves and I literally have no clue where the hell that one came from. Paladin detects evil, they're not, is satisfied. Wizard and Rogue decide to investigate upstairs, triggering nearly lethal traps in the stairs and knocking them unconscious. Several of the party members took this as proof that the gnome and halfling were trying to kill the party, secretly.
A fight very nearly broke out until the Paladin literally threw himself in harm's way to protect one of the two, which got approval from me, but for a while there he was the only voice of reason in the party, with another person neutral.
Now, this would have been an interesting encounter, and part of the fun of tabletops is that you can explore things not intended, but they're doing this kind of every time I do anything, and more's to the point, they're not having fun when these detours occur. Several of them have personal plot points that they're trying to pursue; they complain to me about getting sessions repeatedly derailed because half the party is confident that something needs murderin' before they get killed first.
I have no idea what to do save for just chopping out tourism encounters, but I like having the players interact with the world.
I've recently started DMing for a new group, and I try to keep a mix of encounters going; some social, some combat, some exploration, some investigation, and then a few things that are mostly intended as fluff. Tourism. An interesting bit of the world they can interact with in minor ways.
The Tourism is the problem here. It's been a different combination of players each time, but whenever I try to write interesting quirks and make people feel real, eventually part of the party finds their behavior suspicious.
The Paladin has a bit of a murderhobo thing going on when Evil is detected. He doesn't attack evil people willy-nilly (and I play some ordinary people as pinging evil, Eberron-style), but evil + remotely suspicious is a problem. He's really good about being self-sacrificing in other situations, so I haven't made him fall yet. He was actually a key part of the resistance to what happened last night, thank goodness.
Party's in the frozen tundra, making way for a wintry forest inhabited by an elusive order of druids.
Storm is coming in, so they make their way to a stone beacon (lighthouses for the ground, pretty much) to ask for shelter. Encounter a gnome and a halfling team who run this tower. Before the party can say a word, with the wind ripping branches off of trees (and into their faces, they were starting to hate reflex saves) the duo usher them in.
Both are more than willing to give the party some shelter for now, but warn that if it's a long one, they will expect the party to be out within about 10 or 12 hours, regardless of whether the storm has passed. With that said, they begin cooking some food.
Party argues back, manages to diplo out of them that the duo have given shelter to people before and been robbed or worse in their sleep, with only their extensive array of traps saving them. They have multiple wounds to match with this story. Party continues to plead, the halfling begins to falter, and the halfling and the gnome go back to the kitchen to argue over it.
This is when my party begins to suspect them. Some even think that the two are werewolves and I literally have no clue where the hell that one came from. Paladin detects evil, they're not, is satisfied. Wizard and Rogue decide to investigate upstairs, triggering nearly lethal traps in the stairs and knocking them unconscious. Several of the party members took this as proof that the gnome and halfling were trying to kill the party, secretly.
A fight very nearly broke out until the Paladin literally threw himself in harm's way to protect one of the two, which got approval from me, but for a while there he was the only voice of reason in the party, with another person neutral.
Now, this would have been an interesting encounter, and part of the fun of tabletops is that you can explore things not intended, but they're doing this kind of every time I do anything, and more's to the point, they're not having fun when these detours occur. Several of them have personal plot points that they're trying to pursue; they complain to me about getting sessions repeatedly derailed because half the party is confident that something needs murderin' before they get killed first.
I have no idea what to do save for just chopping out tourism encounters, but I like having the players interact with the world.