Hannibal King said:
I think what bothers me is when the characters take on thugs and easily whoop them so the next time they actually have the audacity to say something along the lines of "you guys should just give up now before were forced to kill you." WTF?!
Well, that isn't so bad. I mean, we are talking thugs here. Why would anybody that has the means to adequately defend themselves kow-tow to thugs?
I have promised myself if this comment is EVER used again, these 'thugs' will suddenly gain multiple class levels, some nifty magic items or a large number of reinforcements and pummel the characters into unconsciousness. When they awaken they will be aboard a slave ship, minus their precious gear headed for the Pirate Isles or some such 'teach em a lesson' like fate. And I will continue to do this until they start respecting their friends and foes to at least a minor degree.
Well, this is one solution. But it isn't the best one. You then start down the road of DM vs Players, whether you meant to or not. It might work well for your campaign and your gaming style. If so, more power to you.
A better option might be to keep giving them thugs to beat up on. Eventually, you drop in a ringer that is competent and can handle the party as peers. In the interim, the PCs aren't gaining much experience or treasure for handling opponents lower then their CR. Maybe that won't work well either, but I think it is a better option than arbitrarily bumping up an encounter so you can beat down the PCs. Beating down the PCs is easy and if your players think you arbitrarily increased the power of their enemies then they will begin to lose trust in you as a DM.
IMHO if you want to play a game where you don't have to respect any NPCs, play computer game RPGs. Real RPGs are about roleplaying and thus should at least have believably acting involved othewise go play a table top skirmish game!
Maybe you need to point that out to the players? Perhaps they are in videogame mode and have forgotten that you are more than a game server for the tabletop?
And why is it always the DM who has to ask the players what kind of game they want? For once I'd like the players to approach the DM with ideas, settings, themes etc.
The one problem with D&D is the DM/Players system. The day someone comes up with a D&D style game without this issue will be the day the gaming industry will rejoice!
The King
A really good group has a lot of cooperative effort between all the players. The game is a lot of fun when that happens. Unfortunately it doesn't always happen easily. The DM tends to be viewed as the coordinater. As well, the DM tends to be the only player that _must_ be present. Without a DM, there is no game. So the onus is often on the DM to initiate these sorts of conversations until the group has matured to the point where communication flows freely in each direction.
It isn't necessarily "right", but it is often the dynamic that exists at the beginning.