Verdande
First Post
Want to know how I got the players to stop slaying everything mercilessly and to help them realize that it's not a Me vs Them bloodbath?
I had one of the members of the bandits surrender. In exchange for ratting out his buddies, they not only let him live, but grew to like him. He's now a mostly non-combat NPC (he's a bit cowardly) that cooks food for them and tells them jokes and all of that, all because they took pity on a poor surrendering halfling.
I didn't force them to trust him, and I didn't push his presence on them. If anything, I discouraged it. The bandit was rude and unhelpful at first, but with enough threats of violence he ratted out his buddies. And then one of my players felt bad and offered to give him a couple of silver and cart him back to town.
So the whole thing was in their court. The fact that he's friendly is their fault. Like somebody above me said, if you're trying to force the characters to trust an NPC, they're going to ask why this guy, why right now, and what's going to happen down the line. DMs have a bad habit of pushing a new character into the scene only to take them away.
Think about it in terms of movies. If there's a guy who seems untrustworthy and dishonest, but the main character has them around anyways, you know they're going to betray the party, and the only thing keeping it from happening sooner is the almight Plot Force. If you're doing the same thing with some guy, your players will notice it just like you noticed that Evilgrin McBackstab is going to betray the main characters in the movie approximately 30 seconds after he introduced himself.
I had one of the members of the bandits surrender. In exchange for ratting out his buddies, they not only let him live, but grew to like him. He's now a mostly non-combat NPC (he's a bit cowardly) that cooks food for them and tells them jokes and all of that, all because they took pity on a poor surrendering halfling.
I didn't force them to trust him, and I didn't push his presence on them. If anything, I discouraged it. The bandit was rude and unhelpful at first, but with enough threats of violence he ratted out his buddies. And then one of my players felt bad and offered to give him a couple of silver and cart him back to town.
So the whole thing was in their court. The fact that he's friendly is their fault. Like somebody above me said, if you're trying to force the characters to trust an NPC, they're going to ask why this guy, why right now, and what's going to happen down the line. DMs have a bad habit of pushing a new character into the scene only to take them away.
Think about it in terms of movies. If there's a guy who seems untrustworthy and dishonest, but the main character has them around anyways, you know they're going to betray the party, and the only thing keeping it from happening sooner is the almight Plot Force. If you're doing the same thing with some guy, your players will notice it just like you noticed that Evilgrin McBackstab is going to betray the main characters in the movie approximately 30 seconds after he introduced himself.