I agree with most REL and to some extent Part. Man. If you really want to run an heroic campaign, then you're going to have to force the players to choose alignments. Threatening PCs with the notion that their characters are straying too close to evil only works if you threaten to take characters away -- as you said, they seem to want to play evil anyway.
You've mentioned that the characters just seem to spend their time harassing shopkeepers; that can't be all they do, can it??? Why do they or you bother showing up then? I can only suggest that you talk to them and see what kind of campaign they want, let them know what you want and see if you guys can come to a compromise.
Hero-oriented type modules may be typical and certainly using them a timesaver, but it isn't too difficult to adapt to those modules to something more mercenary. And maybe you should look into finding more ways to reward your characters for good actions and punish for evil. Evil acts bring the attention of the city guard, gets them banished from towns and cities and kingdoms, thrown into prison (do one character as opoposed to all) so that character collects no XP while the rest are out free. Shopkeepers refuse to sell them items -- a real hardship for characters in need of armor repair, magic components or even horses and food. Harrassed storeowners start complaining to the local thieves' guild -- why are they paying all that protection money if they have no protection? Or the merchant's guild uses its influence with the town/city rulers to deal with them.
That's punishment. As reward, have more things come their way for good deeds. Can you give seperate rewards to characters in the party whose action are more distinguishable than their not-so-good brethren? Have a fighter gain access to the best training the city can provide with a bonus ability/item/XP's as a result. Heroes get free meals and stays at the inn, don't get shafted when buying a horse or weapon or magic item that is supposed to have 20 charges but only has 3, and heroes don't get the rotting dry rations.
Just use a little imagination and be willing to spend a little time to see if your players will come around to your way of thinking. I think you can have fun despite your players and they can look at it as part of the fun of the game. If that doesn't work, squash 'em!
You've mentioned that the characters just seem to spend their time harassing shopkeepers; that can't be all they do, can it??? Why do they or you bother showing up then? I can only suggest that you talk to them and see what kind of campaign they want, let them know what you want and see if you guys can come to a compromise.
Hero-oriented type modules may be typical and certainly using them a timesaver, but it isn't too difficult to adapt to those modules to something more mercenary. And maybe you should look into finding more ways to reward your characters for good actions and punish for evil. Evil acts bring the attention of the city guard, gets them banished from towns and cities and kingdoms, thrown into prison (do one character as opoposed to all) so that character collects no XP while the rest are out free. Shopkeepers refuse to sell them items -- a real hardship for characters in need of armor repair, magic components or even horses and food. Harrassed storeowners start complaining to the local thieves' guild -- why are they paying all that protection money if they have no protection? Or the merchant's guild uses its influence with the town/city rulers to deal with them.
That's punishment. As reward, have more things come their way for good deeds. Can you give seperate rewards to characters in the party whose action are more distinguishable than their not-so-good brethren? Have a fighter gain access to the best training the city can provide with a bonus ability/item/XP's as a result. Heroes get free meals and stays at the inn, don't get shafted when buying a horse or weapon or magic item that is supposed to have 20 charges but only has 3, and heroes don't get the rotting dry rations.
Just use a little imagination and be willing to spend a little time to see if your players will come around to your way of thinking. I think you can have fun despite your players and they can look at it as part of the fun of the game. If that doesn't work, squash 'em!