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<blockquote data-quote="Dannyalcatraz" data-source="post: 7555853" data-attributes="member: 19675"><p>I agree with all of this, but not this...</p><p></p><p></p><p></p><p>...because <em>in my experience</em>, players who play murderhobos <em>tend to keep playing murderhobos.</em></p><p></p><p>And while hearth fantasy reduces the incentives towards murderhoboistic play as a byproduct, the byproduct of murderhoboistic play is extremely antithetical to the core of hearth fantasy.</p><p></p><p>So if you have players who routine default to playing murderhobos, the local constabulary and other citizens will always be loathe to associate with “Crazy Kev”, and may find it necessary to imprison him or run him off.</p><p></p><p>Remember the guy I mentioned who did a #3 in the supers game? He made a super sniper gadgeteer with a homemade super sniper rifle...for use in a campaign where the initial setting was an X-Men style private school in a resort town in coastal ENGLAND, a country with notoriously strict gun control laws. The setting was not a secret, but was in fact mentioned verbally and in writing. Yet he was pissed when the police confiscated the weapon while he applied for a license to carry it (which was an option he eschewed in character building). He didn’t even take steps to make the weapon concealable- another available option.</p><p></p><p>His overall PC build was predictable- he’d been playing setting-appropriate versions of it in D&D, RIFTS and other RPGs for more than a decade at that point. But he completely ignored setting and build options that should have shaped the PC. Nobody else did this. Even players who were known to be in bigger PC design ruts still managed to make characters that conform to the setting expectations. To paraphrase <em>The Terminator</em>, playing murderhobos is what he does. It’s all he does.</p><p></p><p>A player like that is going to #3 a hearth fantasy like a fish breathes water.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 7555853, member: 19675"] I agree with all of this, but not this... ...because [I]in my experience[/I], players who play murderhobos [I]tend to keep playing murderhobos.[/I] And while hearth fantasy reduces the incentives towards murderhoboistic play as a byproduct, the byproduct of murderhoboistic play is extremely antithetical to the core of hearth fantasy. So if you have players who routine default to playing murderhobos, the local constabulary and other citizens will always be loathe to associate with “Crazy Kev”, and may find it necessary to imprison him or run him off. Remember the guy I mentioned who did a #3 in the supers game? He made a super sniper gadgeteer with a homemade super sniper rifle...for use in a campaign where the initial setting was an X-Men style private school in a resort town in coastal ENGLAND, a country with notoriously strict gun control laws. The setting was not a secret, but was in fact mentioned verbally and in writing. Yet he was pissed when the police confiscated the weapon while he applied for a license to carry it (which was an option he eschewed in character building). He didn’t even take steps to make the weapon concealable- another available option. His overall PC build was predictable- he’d been playing setting-appropriate versions of it in D&D, RIFTS and other RPGs for more than a decade at that point. But he completely ignored setting and build options that should have shaped the PC. Nobody else did this. Even players who were known to be in bigger PC design ruts still managed to make characters that conform to the setting expectations. To paraphrase [I]The Terminator[/I], playing murderhobos is what he does. It’s all he does. A player like that is going to #3 a hearth fantasy like a fish breathes water. [/QUOTE]
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