D&D General Fighting Law and Order

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In the real world, sure. But in a typically-violent D&D setting it would be perhaps a little more common, and the consequences would likely be just as violent in response.

That's problem #1 right there: assuming that any PC is Good-aligned. Abandoning this assumption makes things work much better.

First off, why restrict things to a "good party" or an "evil party" or whatever. Just let people play what they want, and then...

...indeed; I'd expect the rest of the PCs to finish off the madman before anyone else had to, as a simple exercise in risk reduction. :)
Oh, yeah! Intraparty strife! Always a winner in D&D type games. ;) I mean, I'm not actually disagreeing with you here. I am mostly just pointing out why its something a lot of people avoid. This was an interesting part of our BitD game, the PCs are all part of a 'crew'. There's no provision in the game for a crew to break up, for members to leave or transfer to a new one, etc. (obviously this would be an area for discussion and table 'rulings' I guess). Still, our characters did sometimes have divergent approaches to things, and there was some question about whether it would get resolved in a way that would keep the group together. As it happens, it did, but this was a game that seemed to lend itself to "different parts of the party go different ways" and MOST of the time different members were executing different scores in parallel. I think it works BECAUSE of the narrowness of the premise. Like, D&D parties are much more fragile, they're just a juxtaposition of several characters with, usually, no really deep reason for them to be together. If one works against the others, things implode completely. Our Wandering Souls crew OTOH had significant connections within the stories of the characters, so it was pretty natural for them to say to each other "OK, we can work this out." Why would a D&D party do that? I mean, you'd have to recreate the BitD or Stonetop sort of connectivity first.
 

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It's not more common.

Normal human beings don't go around randomly murdering people, outside of serial killers and the like, who are also generally utterly mentally unwell.
Are normal human beings wizards who can cast might spells (and in any thing like a normal context Charm Person and Sleep would be mighty magics), or a fighter who can withstand multiple sword blows from substantial enemies (IE orcs and goblins and the like) without significant harm? There's nothing 'normal' about a 1st level PC in ANY edition of D&D (I mean arguably the oldest 3LBB version a level 1 fighter is still tougher than your average modern cop).
If you're playing some dude who murders other human beings over petty insults or whatnot or trivial matters then:
You're already playing some dude who goes into extremely lethal environments, kills the inhabitants, and steals their money. There is, again, NOTHING normal about ANY D&D character, whatsoever. In fact if you found a person of this demeanor in the real world, they would PROBABLY be imprisoned or committed to some sort of institution in short order.
1) You're almost certainly NOT playing an actual realistic character, and
2) Who in their right mind would want to hang around with you (i.e the other players characters?)
So, why do the PCs hang around each other at all? Every PC I've ever seen in any classic/trad D&D or D&D-like game was a stark raving lunatic by any rational measure.
If you were to witness me hack some poor woman to death with a hatchet, over a few copper pieces, would you be comfortable heading out on an expedition in the wilderness with me? Or would you (like any sensible person) be utterly horrified and want nothing to do with me?
Who would be insane enough to 'adventure' in the first place? I can't say what such a person would be 'comfortable with' as this sort of behavior is WELL outside anything even close to the human norm. I mean, in the real world we have people, often deemed marginally sane, who do things like climb Mt. Everest or whatever. That's incredibly tame compared to plunging into an underground death maze full of monstrosities, with pure greed as the only consistent motive. What such people would think about ANYTHING is entirely beyond my comprehension! Frankly this is a large part of the reason I don't play these games, as the character's mind set is going to be SO ALIEN to mine that the only logical style of play is 3rd person 'pog' character and just 'skilled play' to win GP and XP.
I mean come on. Lets talk actual people here.

When it happens in game, it's invariably some pimply faced angsty kid venting and being a jerk. It's almost never a genuine attempt to play an actual character. It's almost always poor form for the other players (unless they're all happening to also be playing serial killers as well for some reason) as it puts them in an ethical bind.

For mine, If I saw someone murderhobo, Im calling the authorities and having nothing more to do with that person.
There is no actual character to play. You talk about 'murderhobo', but just ADVENTURER is already pretty much psycho insane nutjob level crazy (sorry, I don't mean this to reflect on any actual human beings, but that is my point, PCs are not even close to actual human beings in these games). This is simply not a viable hill to die on man. I get that you want the players to feel like there's some sort of social constraint on their character's behavior such that they are not utterly outside society. The problem is, to attain that, you need to go much deeper than "Random group of crazies who are constantly risking death for coins in a place where they have no personal connections or stake." You don't like narrative type games, but you might go check out the sorts of backgrounds and social connectivity, organizations, etc. that many of these games employ in order to integrate the PCs into the overall social construct that makes the game function. Heck, even Traveller in 1977 employed a lot of these techniques (TAS, Patrons, Social Standing as a core trait, many subsystems for dealing with society, giving out ships and such things, etc.).
 

And people in those countries dont just routinely go around murdering each other over a few dollars, over slight insults or anything else of that nature.
You say this like you know something...
And DnD (Faerun) assumes a world as advanced (more advanced in many ways) as our own. Dimensional travel, Space travel, instantaneous travel (and communication) medical tech far more advanced than ours (limb regeneration, resurrection etc.).
A world filled with evil forces, monster filled wilderness, many small local feudal style governments, etc. I don't buy it. I mean, TBH, Faerun is so utterly unbelievable and its description is, IMHO so preposterous (and I'm like FAR down the list of people to point this out over the years) that I don't think we can say anything rational or logical about it AT ALL.
If the 16th level Cleric ruler and High Priest in Beregost cant sort the problem out, he's literally one Sending spell away from contacting someone higher up in the church literally anywhere on the planet and getting the help he needs.

He's got spells. He'll use them in doing his job, just like the PCs use theirs in doing their jobs.
So, why is there anything on the face of Faerun which is not controlled by this godlike power? Is it because there are other equally powerful forces that hold them back? Are you starting to get my drift here...? Honestly, the problem with Faerun, again IMHO, is exactly this, it is chock filled with umptieth level jackheads. There's no reason whatsoever for anything to exist at all that isn't completely under the control of one or another of them. The description of that world is so utterly nonsensically illogical that no discussion about what would or would not take place there has any meaning whatsoever.

Frankly, I would posit that this is the main attraction to GMs in setting things there. Its just a parkland filled with, effectively, Mary Sue infinity-level GM plot devices that can easily guarantee nothing happens except the GM's story. In fact this entire thread appears to be very ample evidence of exactly how that works! lol.
 

He still gets to laud to the people if the PCs are successful. These great Heroes answered the call of the Kingdom and saved the children!

History (and literature) is rife with examples. It's not just a case of hiring PCs to do unsavory work, its that PCs are expendable, they're available, this is the sort of thing they do, the Lord or employer may have his goons doing other things at that moment (they don't live in stasis remember), or a million different reasons one might elect to hire a specialist team of diversely skilled professionals to do a task instead of sending in an Army, or risking the lives of friends to do it.

Then there are other reasons, like why did Elrond have 9 random dudes take the Ring of Power, when he could have arranged it in a million other ways (with all of Rivendell at his disposal). Barring Gandalf Elrond himself was 20 times more powerful than any Companion of the Ring. Why did Gandalf leave it to mortals and hold back his power?

Consider also Han Solo pissed of Jabba the Hutt. Jabba (despite having countless goons) hired bounty hunters to track him down. Darth Vader (despite having the resources of the entire Empire at his disposal, and also being himself, you know... Darth Vader) also did the same thing.

Speaking of those films, the entire 1st and 2nd film are the protagonists fleeing the Empire (who they pissed off) and half the third film is dealing with the consequences of Han pissing off a crime lord himself.

As a general rule dude, if you mess with powerful organizations, they're coming after you.
History isn't full of any such thing. In fact it is notably completely bereft of even one example of any such thing. Its filled with examples of powerful 'warlords' sending in heavily supported, trained, and equipped, minions to handle 'situations'. Note though, they are never some low level squat nothing outsider. When the US wants to kill Osama Bin-Laden they don't send in Joe Shmoe and his untested mercenary band. They send in Seal Team 6, the highest level baddass warriors LITERALLY ON THE FACE OF THE EARTH. Now, obviously there are possible scenarios where ordinary soldiers and operatives and whatever might find themselves in a situation where they simply 'do it', but this is incredibly rare.

As for powerful organizations coming for you, again we need only look to the real world to see ample examples of where that doesn't work at all. I mean just the other day I listened to a story about some guy who, probably, murdered a woman, and then fled to a 3rd world country. Nobody can get the guy. His family there is dangerous, he's free, he is absolutely beyond the reach of the UK government, even though the UK is orders of magnitude more powerful than some clan of people in the desert. The real world is just filled with complications and limitations, and higher priorities, etc.

Sure, if someone killed a bunch of your guards, and was a serious threat to law and order, etc. You'd probably take some sort of measures as possible. Again, Faerun and its "every tiny town has an umptieth level guy running it" is to completely silly to really reason about, but even 16th level guys only get so many spells a day and so much money for ingredients, and etc.
 

We're jumping back and forth between real life and game. In game, at this point I'd know the the the God of Gods will magic up something to beat me to be petty about me not doing what I was told. Then I'd never let him live it down out of character.

Like, five years later (which would have been the last time they were allowed to run the game), we'd be ordering pizza and the wrong toppings would come and I'd be like, "Well why don't you send the Flaming Fist or the Zhents after Mr. Domino then?"
I know you! You're that player from hell that @bloodtide goes on about! hahahahaha
 

Are normal human beings wizards who can cast might spells (and in any thing like a normal context Charm Person and Sleep would be mighty magics), or a fighter who can withstand multiple sword blows from substantial enemies (IE orcs and goblins and the like) without significant harm? There's nothing 'normal' about a 1st level PC in ANY edition of D&D (I mean arguably the oldest 3LBB version a level 1 fighter is still tougher than your average modern cop).
What does that have to do with the following:
You're already playing some dude who goes into extremely lethal environments, kills the inhabitants, and steals their money. There is, again, NOTHING normal about ANY D&D character, whatsoever. In fact if you found a person of this demeanor in the real world, they would PROBABLY be imprisoned or committed to some sort of institution in short order.

First, you're assuming one style of campaign. I don't remember the last time I ran a session based on kicking in doors and stealing loot. If the PCs are kicking in doors, it's for a reason. I'm not saying it doesn't happen, but even in modules I've played that doesn't happen any more.

So, why do the PCs hang around each other at all? Every PC I've ever seen in any classic/trad D&D or D&D-like game was a stark raving lunatic by any rational measure.

So soldiers, police officers, firefighters are all stark raving lunatics because they have dangerous professions? Although after a quick google search, apparently small engine mechanics have a more dangerous job than being a police officer or firefighter. Who knew?

Who would be insane enough to 'adventure' in the first place? I can't say what such a person would be 'comfortable with' as this sort of behavior is WELL outside anything even close to the human norm. I mean, in the real world we have people, often deemed marginally sane, who do things like climb Mt. Everest or whatever. That's incredibly tame compared to plunging into an underground death maze full of monstrosities, with pure greed as the only consistent motive. What such people would think about ANYTHING is entirely beyond my comprehension! Frankly this is a large part of the reason I don't play these games, as the character's mind set is going to be SO ALIEN to mine that the only logical style of play is 3rd person 'pog' character and just 'skilled play' to win GP and XP.

There is no actual character to play. You talk about 'murderhobo', but just ADVENTURER is already pretty much psycho insane nutjob level crazy (sorry, I don't mean this to reflect on any actual human beings, but that is my point, PCs are not even close to actual human beings in these games). This is simply not a viable hill to die on man. I get that you want the players to feel like there's some sort of social constraint on their character's behavior such that they are not utterly outside society. The problem is, to attain that, you need to go much deeper than "Random group of crazies who are constantly risking death for coins in a place where they have no personal connections or stake." You don't like narrative type games, but you might go check out the sorts of backgrounds and social connectivity, organizations, etc. that many of these games employ in order to integrate the PCs into the overall social construct that makes the game function. Heck, even Traveller in 1977 employed a lot of these techniques (TAS, Patrons, Social Standing as a core trait, many subsystems for dealing with society, giving out ships and such things, etc.).

Again, you are making a ton of assumptions. While some soldiers may be nutjobs, most are not although their job is to kill the enemy.

There's a vast difference between the PCs in games I run or play and murderhoboes. It may be different in your games but your games do not sound very typical. It is just a game at the end of the day but in a game I just started playing, we're just trying to escape Ravenloft and by and large are simply defending ourselves. In my home game, either the PCs are acting as soldiers in a de facto war or were investigating something when attacked. I can't remember the last time I DMed or played a game where the sole purpose was to break in kill the inhabitants and take their stuff.

There's nothing wrong with old school dungeon crawls, I just think it's a small minority of what people actually play now.
 

@Lanefan I appreciate you taking the time to explain your reasoning, and that all makes a lot of sense. I eschew settings with established power ecosystems- I prefer uncharted lands or frontiers because it circumvents all this - so although I'm unlikely to implement your ideals I can at least understand them. When I do run civilised games, the players are usually plucky rebels/criminal ruffians fighting against the system so the 'bigger fish' are the problem rather than the cure.
You don't really NEED an 'uncharted land' for this. You can simply assume that there really are few, if any, of these 'big fish' around. So, lets take Doskvol as an example (and this isn't about what sort of rules you use, you could use Doskvol as a D&D setting without any problem). There are organizations, the books list a couple dozen of them, within the city. They range from 'tier 1' (small, like under 10 people, very limited resources, essentially no power) up to Tier VII (world dominating power, the Immortal Emperor, armies of thousands, etc.). Typical NPC groups that operate in the city and 'do business' there generally range from Tier II to Tier V. I think the local imperial army barracks is basically a Tier V organization, up to 1000 troops, heavy weapons, large funds, highly connected, etc. The local cops are more like Tier III IIRC, each precinct can mass enough men and gear to crush a small Tier I/II gang if things get really out of hand, but you can also escape from them, and if you reach Tier III yourselves even fight them successfully (though presumably then you make enemies of much nastier groups that have law-and-order as an interest, like the Governor and City Council). Most of the criminal gangs don't rise above Tier III (so maybe 100 minions at most), though I think there are 2-3 of them that are Tier IV.

In this sort of milieu the PCs can easily operate, and often with impunity. There's a concept called 'war', so you have a relationship value with each of the NPC groups, and when you piss them off, it goes down, until at -3 they come for you (or at least want to, they might be too weak). War has various negative mechanical impacts, so you generally want to avoid it if you can, though it could be a good move now and then. I mean, some of this wouldn't apply in D&D necessarily, but the idea of this network of interrelated groups of different grades of power, and each with its own specialized 'thing' that it does well, and with its network of allies and enemies, etc. works fine.

Yes, Doskvol does have a few 'high level NPCs' effectively, like the Governor, the Imperial Barracks Commander, the Emperor, and a lot of 'mid-level' guys (city council, Spirit Wardens commander, Church of Ecstasy leaders, major nobles) none of these generally is totally free to act against you, nor do most of them really care what you do as long as it doesn't threaten overall order too much. It would be EASY to get your party crushed, just piss off everyone, but you could also very easily navigate this kind of political system and exist as "just another power center." Probably if the PCs get TOO powerful they'll have to either assert some overt authority, or face being driven out by whomever they are trying to displace, but that should be INTERESTING, as their enemies will be typically only a bit more powerful then themselves.

I think in BitD play the most likely scenario is eventually your crew gets wiped out, or reduced back to 'Tier 0' and that's kind of that, but its not inevitable. A group could rise to, say Tier V, and then just remain as one of several major city power groups.
 

Gotta say, the OP and further comments by the OP are really odd to me.

The OP set up a railroad that somehow went sideways.

But rather than own up and discuss with the players the best way to proceed, he wants to further railroad them to the path that HE ASSUMES is the most fun for them (which incidentally is NOT what at least one of them TOLD him they were having fun doing).

Seems like completely ignoring player AND character input at this point - not sure how that can be fun for the table.
As the great teacher DM he's going to teach them what fun is. lol. Oh, well, at least 'proper fun', the kind HE knows best is actually the real fun, not the kind they were trying to have (the ignorant unwashed masses player kind of fun).
 


As the great teacher DM he's going to teach them what fun is. lol. Oh, well, at least 'proper fun', the kind HE knows best is actually the real fun, not the kind they were trying to have (the ignorant unwashed masses player kind of fun).

A wahoo crazy multiverse plot can actually be a total blast. Just not, IMO, as a that'll teach'em scenario.
 

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