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A good method to prevent Murder Hobos
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<blockquote data-quote="Ovinomancer" data-source="post: 8335914" data-attributes="member: 16814"><p>This is possibly asking for more trouble. The issue I actually see here is that there's a mismatch between the game the GM is running and the game the players are playing. Your solution is for the GM to essentially require players to have things they aren't asking for and thinking this will solve the problem. I've tried it, and it usually results in the players ignoring these things -- because that's not what they want and/or they believe it's just a trap from the GM to force situations on them by threatening these things. There's a lot of players that look at RPGs as an escape mechanism -- a power fantasy -- and forcing these things on them will not solve the problem, it will make it worse.</p><p></p><p>Effectively, what's happening here is that you're trying to run a society simulation, and the players don't want to play-act social responsibility and positions, they want to kill things and take their stuff. The solution here isn't to force more society, it's to better align player goals with the game -- and often the game needs to move some here as well. A frank discussion with players is, by far, the best solution here -- you're trying to fix an out-of-game mismatch in play goals with an in-game solution, and that never works.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8335914, member: 16814"] This is possibly asking for more trouble. The issue I actually see here is that there's a mismatch between the game the GM is running and the game the players are playing. Your solution is for the GM to essentially require players to have things they aren't asking for and thinking this will solve the problem. I've tried it, and it usually results in the players ignoring these things -- because that's not what they want and/or they believe it's just a trap from the GM to force situations on them by threatening these things. There's a lot of players that look at RPGs as an escape mechanism -- a power fantasy -- and forcing these things on them will not solve the problem, it will make it worse. Effectively, what's happening here is that you're trying to run a society simulation, and the players don't want to play-act social responsibility and positions, they want to kill things and take their stuff. The solution here isn't to force more society, it's to better align player goals with the game -- and often the game needs to move some here as well. A frank discussion with players is, by far, the best solution here -- you're trying to fix an out-of-game mismatch in play goals with an in-game solution, and that never works. [/QUOTE]
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