"Can you not read the armband?" - Villainy at sea.

I've occasionally ranted about how my players' characters have been evil in my games. They've sailed with mad scientists who tortured halflings. But then they fought against some warmongers and arms dealers, and I felt like they weren't really that bad of PCs.

Then they left the passengers of another ship to fend for themselves after a fight they instigated left the ship in flames (the party got the lifeboats). But afterward the party got to the mainland, got some 'antipsychotics' for one of the PCs who'd been having opium fits, and again fought the recurring villains, so I figured they'd get back to more decent ways.

When the captain of another ship they were sailing on burned his own sails and sent his crew away in the life boats, leaving the party on board with a ship full of passengers the captain hated, the party did the 'sensible' thing and killed all those passengers, so the captain would no longer have a reason to sit in the ocean and die. The party got to the mainland, and again on the trail of the villains, managed to stop one of their plans. At this point, I was sure the party was finally getting more interested in the plot than in random antics.

Then . . . in last night's game, in order to make the party feel more tied to an organization, and less like outlaws, I had the local noble reward them for their recent defeat of some nasty folk by giving the party a ship of their own, which they could use to sail to the next part of the adventure. The ship needed a crew, though, so the party set up shop in the local taverns with signs saying, "Sailors needed. The more missing limbs, the better. Parrots a bonus."

So of course I have a bunch of retired pirates join the crew. I figure it'll be funny. And I'm fine with funny. What I'm not fine with is how the party then decided it'd be fun to be pirates on the way to their next stop. They sank one ship, and seized another, and though they let most of the crew go, they killed a few people along the way.

I realize that the group goes insane every time they hit the open seas. It's really quite disturbing. I mean, I can deal with it. But just, dang it, again my players get far too much of a kick out of taking advantage of those weaker than them. I'd love to just kill all their characters when various law enforcement officials from three different countries come for them, but they'd think I was spoiling their fun.

Argh. What I wouldn't give for a group who actually wanted to be heroic for a change. It's fine to have characters with shadier motivations, those who are looking out for themselves and such. But this group is just full of thugs.

I really liked what I had planned for this game, and aside from the thuggery it's going well, but I know I can't convince them to change their minds, so yeah, I think I'll just off 'em. There are enough people looking for them.
 

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Nothing wrong with a bit of piracy! If you don't mind running a pirate game, and they are enjoying themselves, I don't see a problem.
 


RangerWickett said:
By the way, the title is in reference to arm bands one of the PCs had commissioned. They read, yellow text on a black background, "Murderers."

Oh, yeah, that's subtle. Sounds like you've got some Stupid Evil PCs on your hands.
 

You have to understand the tone of the game. It's slightly less humorous than the Princess Bride. We have a lot of joking, and we don't take things too seriously. But I personally don't find the group's current activities to be funny anymore.
 

RangerWickett said:
You have to understand the tone of the game. It's slightly less humorous than the Princess Bride. We have a lot of joking, and we don't take things too seriously. But I personally don't find the group's current activities to be funny anymore.
Then take a cue from the Princess Bride and have one or more heroic PCs come looking for revenge. Think Inigo Montoya and a comparable party.

A swashbuckler 5/duelist 10 leading a well-balanced and pissed-off group of heroes should be able to convince them that their more egregious behavior is a bad long-term plan. Toss in a few ghosts (isn't there a new one in MM3 based on people who died at sea that causes victims to start drowning?) and I think you can probably blunt their biggest stupidities or eliminate the characters.
 

How did this come about? Did you all decide that this would be the campaign style at the begining or did you and your players have different ideas of what they wanted for the campaign?

In my opinion, it sounds like you had a different idea than the players, but you place the fun of the players over your own. I'm asking because I feel in a somewhat similar situation.
 

Oh, I know these guys very well. I've gamed with them all before. Hamid always plays very charismatic, humorous characters who are entirely out for their own interests. Neil always plays characters that almost allow him to live out a lot of repressed desires to do sick sick things like kick puppies and shoot wife-beaters, but he never initiates such activities. Ted plays crazy gnomish characters who are relatively harmless and heroic, but their activities screw with the party. And Tom plays leading men, men of action, men who mock their enemies before beating them down.

We agree on the general tone - a copious amount of in-character silliness that is nearly too weird to actually be in character. And I always let them take whatever course they want within the boundaries of the world. In the last campaign they were up against some very villainous people, so pretty much anything they did against their enemies made them look heroic. This game, though, they're not just fighting bad guys; they're on the run from the law for crimes they didn't commit. Apparently, though, instead of trying to clear their names, they decided to run with it and become criminals.
 

One solution is for them to meet the real pirates at sea. Don't make them weany, make them the scourge.

Stat out the top 4 pirate figures with their personalities & backstabbing power struggles & have them take the PC's vessel with the ease that long practiced professionals would have.

At this point have the PC's talk for their lives & have these vicious figures respond accordingly. Give each of these pirates a love & a hate that can be figured out by their appearance & mannerisms.

Above all, don't be afraid that the individual PC might be embraced as a brutal kindred spirit or killed on the spot for "looking at me funny".

I did something like this when I DMed the Dragonlance modules. The players were getting outrageously cocky for some reason (helped beat off a massive assault) but they got themselves captured (scouting when they took no precautions) & the player of the knight freaked when the DragonLieutenant went to cut off his sword hand. He had already put out one of the wizards eyes. They voluntarily gave the defence details.

Basically, take the kiddie gloves off. Don't worry about EL or prolonging a campaign - have the world react accordingly & realistically. They'll find out that having no friends is a serious disadvantage.
 

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