CleverNickName
Limit Break Dancing
My advice? Talk to the players. Tell them that their actions have serious consequences, and they are going to be exiled, sentenced to hard labor, or publicly executed for their deeds. Ask them to choose which option they prefer.The players never give any of this role playing any thought. They are LOCKED into the idea that ANY combat encounter MUST be a murderhobo slaughter fest to the death. A guard hits them with a net, they must use thier most deadly weapons, spells and abilities to do a ton of damage and slaughter the guard.
After the slaughter fest, the PCs flee the city and go to hide in some caves. And this ends the adventure for the night. Of course, next game brings up the problem: what will the city do about the most vile and evil mass murderers in all of history. Sure you could just ignore it. But most DMs like to have a bit more 'reality based games' where consequences matter.
I sent the game notes to the games DM, and he was a bit shocked the players did the murderfest. There is a chance, he said, he might need me to cover the game next week. So that puts it back to me of what might happen. My reaction would be the super harsh way...killing the characters. And maybe reseting the game with some time travel or something like that.
But this leaves the issue of talking to the players. I'm not really a fan of talking. They think they did nothing wrong by slaughtering so many NPCs, but then still "get" that they had to flee the city as they are now mass murderers. I know from many past "talks" that nothing much will come from such a talk. I'm sure the players will say "anything in the game that gets in my characters way will be slaughtered!!!!!!", as that is exactly what they did.
But....here I am. Asking for maybe another view point? Is there anything new to say on this topic? I guess someone might say that a game must have a session zero where the DM very slowly and carefully tells the players the way good, evil, slaughter and common sense work in the game. Though in this case it's not "my" game. Still the players "get" that it was wrong to slaughter all the guards......but that did NOTHING to stop them.
So, anyone?
If they choose Hard Labor, they will be packed onto a ship and sent to a penal colony on a far-away island. But something's not right...when they arrive, they find that everyone has been killed! What happened here? Who (or what) is responsible? How will they survive until the next supply ship arrives? How will they warn the mainland? Basically, you kick off a whole other adventure that will give the characters a chance to earn back their freedom--or fake their deaths and escape.
If they choose Exile, they will be banished to a faraway land. They will be forced to make a new start in a neighboring kingdom...and there, they learn that this "ally" of their homeland is actually scheming to invade! As exiles, their knowledge of the city and its workings are very valuable indeed to the enemy forces that plan to invade. Basically, you kick off a whole other adventure where the characters get to be spies (or double-agents), and possibly earn back their freedom--or bring down the city that banished them.
If they choose Execution, give them some blank character sheets and some dice, and start rolling up new characters. Death is always an option, after all. (shrug)