He's a big guy, right? I take his shoes. |
While there are numerous reasons that players turn to the life of the murderhobo, there is one thing you can do to help reform them. In some cases it even stops PCs from becoming murderhobos in the first place. The method is simple.
Reward the effort that comes with taking alternative routes, rather than simply making death the quick and easy answer to everything.
Enemies Should Be More Than Mere Mooks
There are going to be some enemies that have no unique characteristics. They have no personality, they aren't important to the story or the world, and they really are here just to have their heads staved in by the PCs. Your automatons, your mindless undead, things like that. However, any time there is a living, breathing creature involved in a combat, you need to signal to players that these characters aren't just targets to be knocked down so they can progress. They're a living, breathing part of the world that can be interacted with in ways other than violence.
It's still AN option, just not THE option. |
You can lead by example on this, if you want to. For example, rather than just having a gang of outlaws ambush your party while they sleep, have them hail the camp. The leader lets the party know they're surrounded, and they have a choice. They can hand over a tithe (some reasonable amount of gold, typically), and the gang will leave... or if they refuse, then the gang will take everything they have.
Sure, some players are going to just draw steel or cast a spell, drawing all the readied actions coming their way. But others might try to get a dialogue going. To make a deal with the bandits by appealing to their sense of professionalism, by scoffing something like, "I thought the Cardinal's men had honor, yet you approach us like this?", or even by challenging them to single combat. But by opening the scene with dialogue, you've shown these particular bandits are characters. They react like reasonable, rational people, and they're open to suggestions if the party can make something worth their while.
That's a start.
Taking Prisoners, Instead of Taking Heads
Another thing you can do, as a DM, is to institute the Old West rule of bounty hunting, as I call it. If you've seen old-timey Wanted posters, then you know the phrase, "Dead or Alive," that was so famously tacked to the bottom of them. But the thing a lot of folks forget is that the reward for a live capture was often a great deal more than that given for a dead body. And in some cases the reward was entirely contingent on the individual being handed over while they were still alive, and able to stand trial, with no reward for someone who was dead.
Poster don't say nothing about the condition his knees have to be in, though. |
Take that logic and apply it to early quests in your game. PCs want to get paid, but if killing someone means the reward for them goes up in smoke, then they're going to approach the situation very differently. It will get them thinking about the world, and about how they can win without needing to deliver a death blow. The sheer challenge is why I listed this approach in my 3 Ways To Spice Up Combat in RPGs, but it can have a larger effect than a single mission.
Especially if you plant the seeds just right.
Let's go back to that bandit gang example. Say you've got a low-level party, and they want to claim a reward that's out right now for the Cardinals; a gang of cutthroats and highwaymen who have plagued the area. Rather than just giving the PCs a flat reward for killing all the bandits, change it up. Give them a big reward for bringing in the leader of the gang to stand trial, with a smaller reward for him dead. Give the lieutenants the same treatment. But for the smaller foot soldiers of the gang, there's no reward if they're dead, unless a living prisoner verifies who they were.
Now you've got a challenge on your hands. Because not only do you have to take captives (ideally), but you may need to negotiate with some of them get them to act as your witnesses that their dead comrades-in-arms were actually part of the Cardinals so you can get paid. How do you persuade them to do that? Do you scare them into it with Intimidate checks? Do you talk to these bandits, and find out who they are, and who they used to be? Does the fighter recognize an old army tattoo on one of the prisoners, cajoling him to stand up, and tell the truth like a soldier should? Can the rogue get one of them talking over their soup, finding out that he only joined the outfit to get the money to take care of a wife, or a sick mother? Do they use that knowledge to make a deal with them, agreeing to take some of the proceeds to that bandit's family, if they help them out here and stand witness?
Repercussions For Their Actions
If you set the tone early, then you can give PCs repercussions for their actions... both good and bad.
Valor may be its own reward, but sometimes it helps to sweeten the deal. |
As an example, say your PCs are trying to stop the bloodshed between a clan of orcs, and a local town. Common setup. While some raiders might be slain, those who are taken prisoner present another opportunity. Can the PCs show their captives that they will treat them with respect and dignity, as enemy combatants are due? Does this improve the attitude of the prisoners (perhaps from hostile to distrustful)? Do they find that the orcs are unique from one another, with some holding forth about the blood debt the town owes them, and others saying this whole thing is just a show because they're hungry and pushed off their land, but pride won't let them just move onto greener pastures... so to speak?
To take it a step further, say that the chieftain's son was among the raiders. A party of murderhobos would see his fine equipment and noted rank (likely as the raid leader), charge him, and kill him. Doing so might make him a martyr, and entrench the orcs that much more deeply. PCs who think to make knowledge checks, and who disable him so he can be captured may find they now have a prisoner who is very valuable... both for the information he possesses, and because he could force the chief to come to the negotiation table so terms for ending this feud can be discussed.
Repercussions can be small things, as well as big ones. Characters who bring in prisoners instead of corpses might find themselves admired and treated as heroes, while those who kill for gold are seen as untrustworthy and dangerous. PCs who pause long enough to find that the rampaging manticore has a toothache might be able to solve the problem without slaying the beast, giving them an opportunity to, if not tame it, then to earn its positive regard. Those who challenge an ogre to a test of strength when it tries to mug them on the road, and who then trick that ogre with some Grimm fairy tales Sleight of Hand shenanigans, may find that other ogres are deferential to them, having heard the tales of the man who squeezed blood from a stone.
And so on, and so forth.
You Get What You Give
To carry through the theme I started with If Your Players Focus On It, Make It Matter, players are going to latch onto the things that reward them. Both in a monetary sense, as I mentioned above, but also in the sense that you show them their actions are having an effect on the game world around them. That what they're doing matters, even if it's in small ways.
Return on investment is the name of the game, here. |
If you want your players to take actions other than mindlessly killing NPCs, then those other actions need to give them something. Because if you stolidly refuse to have any give-and-take when PCs interrogate prisoners, you insist that all enemies fight to the death like zealots, or you refuse to reward any other course of action, then sooner or later players are going to stop using any other method because they aren't getting anything out of it.
On the other hand, if you show them there are multiple ways to approach a problem, and that the NPCs they deal with have real concerns, real lives, and are still characters in the world, then the PCs are more likely to treat them as such. And when they take actions, play them out. If the PCs try to reform a goblin rogue, throw them a bone for their efforts. Maybe he runs away after a while, but then at a climactic moment returns to stab another enemy in the back because a little glimmer of what the paladin was saying to him actually got through. If the party makes a deal with a crime boss instead of just killing him, develop that relationship. It could become a kind of gentleman's agreement over time, and he could act as a neutral player in the city, rather than just being another mobster to hack on their way up the chain of command.
And so on, and so forth.
This mindset takes some work, and you don't have to go whole hog on it right away. Start small, and keep several NPCs around who have more going on than just enemy #4 in this evening's fight. Lead by example, and show your enemies interacting with the party in different ways; bartering, threatening, cajoling, but doing more than just mindlessly attacking them. It's something a lot of players will pick up on, and you can establish some real back-and-forth once they've got the tune.
And if you're looking for some ready-made NPCs to help get the train rolling, I'd suggest checking out the following:
- 100 Random Bandits To Meet: Whether you want to follow the example I gave above, or you're just looking for more personality for your highwaymen, there's all sorts of thugs and mugs you can use in this supplement.
- 100 Pirates to Encounter: Whether your game is on the high seas, or just near a port town, there's scalawags aplenty to choose from in this collection.
- 100 Prisoners For A Fantasy Jail: Whether the PCs sent them there in the first place, or the game starts off in a prison, there are lots of colorful characters here that can add a dash of danger and intrigue to any game.
Lastly, there is one other thing I'd like to draw your attention to as a DM. The concept of a PC (or even a party) rogues' gallery. As I said in Who's in Your Character's Rogues' Gallery?, the individuals you oppose can define you in important ways. And if your party tries not to just murder every NPC they find (or if they do end up killing someone whose brother, father, mother, lover, etc. swears vengeance), then this can be a particularly useful narrative device.
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That's all for this week's Moon Pope Monday. Hopefully you enjoyed, and if you've used this tactic successfully in your games why not leave a comment below?
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I’ve never had a “problem” with murderhobos. If that’s the way they want to roll, I will go with it.
ReplyDeleteHowever at the start of every encounter I have 2d6 in hand and the reaction roll table firmly in mind. You never know how things will go... if you don’t know how things will go.
The games I've been in or run have largely been dictated by the desires of the players. Most of my first groups just wanted to hack and slash everything. As I shifted to other groups, sometimes I got to see deeper styles of play.
ReplyDeleteI'm now in the habit of asking my players what kind of game they want: shallow kill-'em-alls, deep political quagmires, or something in between. Knowing that a game might offer more than murderhoboing, mature players will adjust their expectations and try other things.
In one of my favorite games, we players were called upon to raid a series of warehouses. The first, we approached as kill-'em-all, but for some strange reason, we approached the second as a puzzle in trying to figure out how to reach our objective WITHOUT harming anyone. I had designed my character to be the toughest of he group, and I had loads of fun not killing anyone. The subsequent raids we also kept our killing to a minimum. I didn't care that I had "wasted" all that character generation to build a killing machine and didn't get to kill anyone; it was too much fun trying to figure out how to NOT kill.
I try to create situations like that for the games I run, where the players can plan and scheme and cajole instead of killing. And it's weird, seeing a group of murderhoboes NOT attack potential enemies on sight.
I had the group going up a snow-coveered mountain on a mission. At night, they were met by a group of enemies who were freezing to death. (Their magic devices that were supposed to keep them warm failed.) The players actually took them in, saved their lives, and in the morning, the leader of the enemies thanked them, said he couldn't in good conscience attack the party, and tried to talk them out of their mission, and wished them well as they departed. The group later came across these same enemies leading an army against the players' country, and they successfully parleyed and convinced the enemy that there was a greater threat (which there was) and even defended the enemy army when it was attacked later by that greater enemy. (Had the game continued, there would have been other opportunities to try to convince the enemy that their king didn't deserve their loyalty, and try to topple him.)
If your players are willing to have a complex game, they may surprise you. If they're not willing to have a complex game, that's okay, just don't build one and save the good stuff for when they're interested in it, or try a different group.