Showing posts with label actions and consequences. Show all posts
Showing posts with label actions and consequences. Show all posts

Monday, December 26, 2016

Let Them Reap What They Sow (Actions and Consequences For PCs in RPGs)

We've all had to deal with that player at our table. Don't pretend you don't know who I'm talking about. Maybe it's Dave, the guy who thought it would be hilarious to steal all the party's gear, pawn it, then use the money to buy a solid gold statue of his gnome. Or Susan, whose barbarian responded to every NPC interaction by getting in their face and demanding a fight. Maybe it's Chad, who always wants to play a twisted sociopath whose goals run totally counter to a game designed for heroic characters doing heroic things.

Then there's Steve... don't even get started on Steve.
These players are difficult enough to deal with when you're just sharing a table with them, but when you're the DM they can be a real strain on your patience. On the one hand, yes, you want everyone to have fun. You want your players to be able to express themselves, and participate in the story you're all trying to put together. But sometimes you can explain until you're blue in the face, but you're never going to get them to stop doing what they're doing.

And if you're a DM, I would encourage you to let them do it. Just remind them that, like Christian Bale's Batman, you are under no obligation to save them from themselves.

Let Them Sow The Whirlwind


No DM should purposefully manipulate their players into making bad decisions. The dungeon master's job is to act as a cosmic referee, narrator, and occasionally to make sure players have really thought through what they're doing before they do it. However, if a player is bound and determined to take a course of action that is harmful to their interests, their fellow party members, and themselves, it's important for you to make sure there are real consequences for those actions. They aren't playing Grand Theft Auto, where they're allowed to make nonsensical choices without any lasting effects... you do something in an RPG, that something stays done.

And it can haunt you for the rest of the campaign.
Stories are built off of cause and effect, and in order for players to believe their actions have meaning, it's important to actually enforce appropriate consequences. As a quick for-instance, let's revisit Dave's light-fingered gnome. Does this character have the skill to steal items from the party? Sure, that isn't hard. Maybe he snuck around the camp lifting purses and stealing magic weapons while it was his turn on guard duty. He then takes all the stuff he stole, and ventures to town in order to pawn it.

That's the action... so what's the consequence?

Well, that depends on the game. If said gnome isn't woods-savvy, he might get lost trying to find his way back to town in the dark. He might run afoul of a pack of wolves, or something worse, that's out hunting at night. He might even find himself face-to-face with something that's been stalking the party unbeknownst to them, and who was waiting for an opportunity to catch one of them away from the others. Or, if you're all right with letting events spiral out more naturally, does the pawnshop owner recognize the items the gnome is trying to sell? Can the gnome convince the shopkeeper that he acquired these items legally, and they are actually his to sell? If not, he might be reported as a thief, and a bounty might be put on him if he escapes. If he does, well, he's got a fat stack of gold.

But all of that is meaningless, because no one is going to adventure with him after he pulls a stunt like that. And knowing the temperament of most adventurers, the character may become the focus of all their violent intent. The troll cavern can wait until vengeance is served.

You Can Still Be A Bastard (If You're Smart)


Players, and their characters, have free will. In a healthy relationship, though, a player will work with the DM to create a concept that fits the world, the story, and the tone. All things that should be discussed in Session 0. But even if you use clear communication, and you explain the way the world works, there will still be situations where players want to do something that is clearly against their better interests. Maybe they want to kill that NPC who smarted off to them in the shop, or they want to steal that powerful magic item they saw, but can't afford. Maybe they want to burn down a tavern to punish the owner, or sell out the party in order to make a profit.

You can still do all those things. But for a character to take those actions, get away with them, and keep adventuring with their comrades requires a lot of planning, and forethought.

Yes, just make this skill check, and we'll get the process started.
For example, let's say that Harriet has learned from Dave's mistake. She knows that if she just up and steals her companions' stuff, the best result she can hope for is handing over her character sheet to the DM, and rolling up a new character. There is no point to that kind of random theft, especially since taking the wands from the wizard, and the weapons from the warrior, means they can't do their jobs. Which is to keep her alive, and get her rich. And if they catch her, it's likely that she'll be beaten quite severely about the head and shoulders.

But when her compatriots find the Heart of Darkness, the ancient jewel said to have adorned the crown of hell, she can't just let them destroy it.

So what does she do? Well, she could just steal it and run, but if the goal is to keep playing her character, then she needs to be smarter than that. If she's really prepared, she might have a fake gem made that she can switch with the real one when no one is looking. A strategy that would be particularly devious if there was a distraction of some sort (like a gang of armed thugs she hired to attack the camp, or a summoned monster who rampaged around, drawing all the attention while she made the swap). If that isn't an option she might contrive a way to make it look like someone else stole the gem, sending her compatriots down a false trail to recover it while she hands it over to her unknown masters.

No one is the wiser, and a powerful artifact is in what might be the wrong hands.

Work With Them, When You Can


If a player is willing to be savvy, and they can provide adequate motivation for actions that would otherwise be considered disruptive, see if there's a way to modify the game to make them work for you. Because while an arsonist with poor impulse control is not going to make the game better for anyone, someone who is planted as a spy, or who is a genuine assassin, can be a valuable asset for progressing a story along. Especially if that character owes allegiance to a shadowy figure, or is being paid on the sly by a secret cabal to go unnoticed among the heroes.

Again, provided the player works with you, instead of just trying to set the game world on fire.

That's all for this week's Moon Pope Monday. Hopefully there are some DMs, and some players, who found it interesting. If you'd like to help support Improved Initiative, then take a jaunt over to The Literary Mercenary's Patreon page. As little as $1 a month can make a big difference, and it comes with some sweet swag as well. Lastly, if you haven't followed me on Facebook, Tumblr, or Twitter yet, well, why not start today?

Friday, October 24, 2014

Tips For Playing Evil Characters (Your DM Might Allow)

We've all been there. You're gaming along with your friends and the DM asks everyone if they'd like to add a new player to the group. You all say sure, no problem, the more the merrier. The new player shows up, and seems like a good enough sort, but as soon as you sit down to play suddenly there are dead babies in the gutters, the whole village is on fire, and summoned demons are playing "Rape and Pillage" right alongside a horde of undead.

Why? Because the DM let an evil member into the party.

Don't be judgmental guys; I'm sure he's just misunderstood.
For those who want to avoid these negative experiences (again, if you've had them before) you have two options. One is to never, ever allow evil characters into a game, period, no appeal, discussion over. The other is to make sure that players understand what evil characters are, and are not. This second one is harder, but Improved Initiative is here to give you a handy dandy guide to break it down.

No One Is Evil "Just Because"


Provided you are of a mortal race evil is not something you're born with; it's a lifestyle choice. There are characters for whom evil comes more naturally, or who were exposed to that culture early on, but no one is an evil bastard just sitting in a crib and sucking on his thumb.

Except Sir Troll Knight. He murdered the nursery and stole their binkies.
Like I said when I covered writing villains for fiction, being evil is just as complicated and varied an experience as being good. Some of the things to consider are:

- What culture was your character born into?
- What role models did this character have growing up?
- What formative experiences made the character go one way or another?
- What does this character want, and what will he or she do to achieve it?

Let's take a good example... the best example, one might say; the Paladin. Let's say that this noble paragon was born to a good family where he was valued and encouraged. He was schooled and trained young, and showed an aptitude for arts knightly and scholarly. Praised for his skills and abilities, he also had a mentor who tempered his pride and helped him see beyond himself so that one day he would be a good man, and a champion against evil.

At any point in this journey the character could have skewed the other way.

Screw it up out of the gate, and the character is born into a home where she isn't wanted, or is mistreated. Whether it's physical abuse that teaches violence is the answer to problems, or just an indifference leading the character to seek belonging and affection elsewhere, that's a bad start to things. Instead of being taught fairness and honor the character learns how to fight the hard way, with blood and spit, dirty tricks and knives in the back. Now an individual who is feared, the character uses that fear as a shield to keep herself safe emotionally and physically, but has to keep doing things to fit the persona of a terror in order to maintain the image. If the character has no one to reach out to, or worse a mentor that takes her by the hand and leads her down darker and darker paths, you'll end up with someone who may not even remember why she used to feel sick when peeling the skin off of her rivals before staking them out as a warning to others.

No one sees him or herself as a bad person; in fact, most people think they're pretty damn heroic (with the exception of lunatics and psychopaths). People do things based on what is reinforced, and what works to get them closer to their goals.

Speaking of which...

Evil Characters Should Have Plans


Have you ever noticed that villains always seem to have really specific goals in mind? Take over a government, dominate a world, summon an elder god, etc.? Bad guys are highly motivated, and often times a hell of a lot more motivated than heroes. That's why good guys need to lose family members more often than not before they decide it's time to act.

Also, they get toys like this. Seriously, go check it out now!
Yes we know your character is evil, and thanks to the previous section we may even know why your character is evil. But what does your character want? Evil is a description of the methods you're using, but you need to know the end goal before you start justifying things to your DM.

Villain goals and hero goals are drawn from the same pool (though villains do get some unique ones all to themselves). Let's keep it simple though. What does a vicious cutthroat want? Job security and gold perhaps? Maybe the chance to get a bounty taken off his head, or to win a position of authority and privilege? Those are some pretty basic goals. How do you get them? Well if there's a peaceful, idyllic setting then you could murder the lord's wife, blame it on someone else, and then play the hero to collect social currency and reward. On the other hand if there's a perfectly good war already on then all you have to do is sign yourself up with the highest paid position you can find, and rake in all the cash your sword arm can reach.

Evil characters can be simple or complicated, and the same is true of their goals. A commoner born in the gutter might do everything in his power to amass wealth and power regardless of its morality just to comfort himself and gain distance from those early, painful memories (even while running an orphanage so no one else ever has to experience what he did). A wizard who wants to unlock the secrets of great power might start off with mortal teachers, but quickly find that infernal ones are much more generous with their secrets. A girl who was born crippled or weak might give herself to a secret cabal body and soul, if only they'll make her strong.

Heavy stuff, am I right?

It's About More Than Eating Babies


I mentioned it a few sentences ago, but I'm going to say it again; evil can be complicated. Did you spy on your comrades for gold and prestige? Sure you did. Did you sell them out to their enemies in exchange for keeping a vow to your true masters? It looks like you did that too. Does that mean you can't love your children, treat your servants well, or have a good marriage with your partner?

No, as it turns out.

Though a lot of evil characters do need couples' counseling.
Just because someone's methods or goals are evil, that doesn't mean that character is one-sentence shallow. A vicious serial killer who preys on prostitutes may hold his wife in a very high regard, for instance. Does that make him a good person? No of course it doesn't; he's still a murderous monster, but he's complex, which is what gives a character a lot of drive and typically allows him or her to work in a group setting.

Evil Understands Consequences


Up until now a lot of experienced gamers have been nodding and scrolling; they know all this. They understand that murderous graveknights and lich lords were once someone's sons and daughters, and that a whole lifetime of events led up to them becoming what they are. Well this last principle cannot only make an evil character work in a non-evil party, but it can keep an evil party from coming apart at the seams.

No DM-ex-machina required.
Lots of players want to play evil characters because of the forbidden thrill. It's the same reason people in sandbox games go around beating up NPCs and car-jacking people even when they don't have to; it's the thrill of being a bad guy. There's nothing wrong with that, per se. That thrill lets you know you're having fun, after all. You just need to remember one very important thing.

Actions have consequences.

Why are heroes rewarded for their actions? Because they're doing good deeds (ostensibly). Will you get those same rewards even if you're evil? Yes, because we're awarding your actions and not your thoughts or feelings. Did the good character fight goblins to keep the town safe and to return that lost gold to those in need? Probably. So why is the evil character fighting alongside him? To steal the plunder perhaps? To win the hearts and minds of the townsfolk so he can sweep an election and rise to a governing position? Is it because the goblins are making a lot of noise and drawing attention, and the cult the evil character belongs to wants to assure the town that there is no danger so they stop asking so many questions? These are all possibilities.

Regardless of your motives, doing good deeds gets you rewards. Also regardless of your motives doing evil deeds gets you reviled.

By and large evil characters are aware that their method of doing things is not embraced by society as a whole. Assassins don't stand there dumbfounded when people try to arrest them for murder, servants of gods of pain and slaughter aren't surprised when the watch batters down their doors, and poisoners who get caught are not in the least bit shocked when they're thrown in prison. That's why evil characters tend to either operate in places where their evil is tolerated (such as in countries who worship dark gods where there are no laws against these actions), or to keep their actions secret.

That's why unless the evil character has come to trust a party implicitly it's unlikely that he's going to advocate killing helpless captives, maiming and torturing children, or doing any of a hundred other things. It's the same reason why, just because someone is evil, it doesn't mean she's a walking murder machine willing to lie, cheat, and steal every ten feet. If it doesn't serve an evil character's purposes (achieving a goal, personal pleasure, profit or gain) then it's unlikely she'll do it. If the action would serve but comes with too high a risk (summoning demons in public, raising the dead where witnesses might see, calling on fell powers to aid you in front of the party, killing helpless individuals even though they weren't presently a threat when others might see, killing the party rogue whom you expressly keep around to search for traps just before a dungeon crawl) then it's equally unlikely an evil character would take it.

The short version? People too often mistake "being an absolute asshole" with "just playing my alignment." That's true of almost any character though.


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