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<blockquote data-quote="Agback" data-source="post: 584450" data-attributes="member: 5328"><p>1) Make sure I run adventures in which there is something else to do.</p><p></p><p>2) Play up to character concept and fantasy tropes.</p><p></p><p>3) Present characters with dilemmas ("On one hand, we have to kill them because of X. On the other hand, we can't kill them because of Y. I guess we have to do something about either X or Y.")</p><p></p><p>4) Give one clear warning out of game, and then enforce campaign reality. If the PCs kill anyone without concealing or justifying the act pretty well, they will acquire an unsavoury reputation, make enemies, and be charged with murder, then be boycotted, get involved in a feud, and be arrested, quickly tried, and summarily hanged (if not lynched). Re-training you players this way may cost you a TPK and a campaign, but it is worth the price.</p><p></p><p>5) Award experience for overcoming obstacles even if they are not killed, and withhold experience for killing things if the killings did not constitute the defeat of an obstacle that you set in designing the adventure. ("Sure you killed the paladin, his confessor, his squire, his shield-bearer and his groom. But they weren't an obstacle, so no experience.")</p><p></p><p>6) After three sessions, sack any player who has not got the message.</p><p></p><p>Regards,</p><p></p><p></p><p>Agback</p></blockquote><p></p>
[QUOTE="Agback, post: 584450, member: 5328"] 1) Make sure I run adventures in which there is something else to do. 2) Play up to character concept and fantasy tropes. 3) Present characters with dilemmas ("On one hand, we have to kill them because of X. On the other hand, we can't kill them because of Y. I guess we have to do something about either X or Y.") 4) Give one clear warning out of game, and then enforce campaign reality. If the PCs kill anyone without concealing or justifying the act pretty well, they will acquire an unsavoury reputation, make enemies, and be charged with murder, then be boycotted, get involved in a feud, and be arrested, quickly tried, and summarily hanged (if not lynched). Re-training you players this way may cost you a TPK and a campaign, but it is worth the price. 5) Award experience for overcoming obstacles even if they are not killed, and withhold experience for killing things if the killings did not constitute the defeat of an obstacle that you set in designing the adventure. ("Sure you killed the paladin, his confessor, his squire, his shield-bearer and his groom. But they weren't an obstacle, so no experience.") 6) After three sessions, sack any player who has not got the message. Regards, Agback [/QUOTE]
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