I wasn’t saying that. I was just saying that the murderhobos cliche is primarily the fault of players being too lazy to invest time in creating a different kind of PC background.
A hedge fantasy campaign/RPG might rectify some of that, or it may simply be complicit in causing a train wreck when such players:
1) decide not to play
2) try to play, and disconnect due to not meshing with the setting
3) design murderhobos anyway, causing predictable disruption
IOW, it comes back to how well do you know your player and what they prefer to play. I ran a supers game back in the 1990s that is still my personal gold standard as to how a campaign can come together with player buy-in, good story, etc. We had ONE player who joined the group for a single adventure, but his #3 style PC didn’t fit, so he left and never returned. (Plus, I didn’t handle it well in game, so some of the blame is mine.) I ran that campaign for [MENTION=6749508]18[/MENTION] months.
When I tried to run a campaign in that same world in a different city with different players a decade+ later, it completely fizzled after a half dozen sessions, largely due to problems #1 & 2, and one paricular player who fell into #3.
With the right storyline, I probably could have run a hedge fantasy campaign with that first group, and if I couldn’t, it would probably be my fault. But that second group? I can think of a couple who would go for it, but the rest would be disinterested or disruptive.
A hedge fantasy campaign/RPG might rectify some of that, or it may simply be complicit in causing a train wreck when such players:
1) decide not to play
2) try to play, and disconnect due to not meshing with the setting
3) design murderhobos anyway, causing predictable disruption
IOW, it comes back to how well do you know your player and what they prefer to play. I ran a supers game back in the 1990s that is still my personal gold standard as to how a campaign can come together with player buy-in, good story, etc. We had ONE player who joined the group for a single adventure, but his #3 style PC didn’t fit, so he left and never returned. (Plus, I didn’t handle it well in game, so some of the blame is mine.) I ran that campaign for [MENTION=6749508]18[/MENTION] months.
When I tried to run a campaign in that same world in a different city with different players a decade+ later, it completely fizzled after a half dozen sessions, largely due to problems #1 & 2, and one paricular player who fell into #3.
With the right storyline, I probably could have run a hedge fantasy campaign with that first group, and if I couldn’t, it would probably be my fault. But that second group? I can think of a couple who would go for it, but the rest would be disinterested or disruptive.