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DM Advice: handling 'he can't talk to me like that' ~cuts NPC throat~ players.
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<blockquote data-quote="haakon1" data-source="post: 4138752" data-attributes="member: 25619"><p>My advice is to stop being gamist and start being simulationist about how the world reacts to the PC's. Don't decide based on what's best for the game/easiest to run. Decide based on what the NPC's, as characters, would reasonably do. Let the chips fall where they may.</p><p></p><p>If you run the world this way, there will be consequences for PC's actions, and complex, interesting plots will develop.</p><p></p><p>Or just let it go and let them play it like a video game, where they can kill for no reason and nobody much cares.</p><p></p><p></p><p></p><p></p><p>In the modern US, it's serious felonies -- kidnapping and murder. In Western (and every other!) tradition, killing someone without a reason is considered evil. So heck yes, it's evil.</p><p></p><p>More importantly, in a campaign where the NPC's react as characters instead of the DM making personally calls, killing Vincent is like killing a cop. All other members of your law enforcement community will take it extremely seriously. The PC's have just become your campaign's most wanted, whether the good guys (that would be not the PC's) know who they are looking for or not.</p><p></p><p></p><p></p><p>Unless Hades is insane, this makes no sense. How many state troopers would roll up to a burning patrol car with dead troopers inside, laugh, and make a job offer to the gang members holding the gasoline cans?</p><p></p><p><strong></strong></p><p><strong></strong></p><p><strong>Send an army of arbitors to kill the PC's. Make the PC's outlaws, who everyone is afraid to help (read: sell food to, shelter, etc.), bounty hunters will track them, and others will try to kill them in their sleep for the reward money. The PC's chose to be hunted by murdering a lawman, so let them have it with both barrels. "Bad boys bad boys, what you gunna do, what you gunna do when they come for you?" The lawlessness of a fantasy/Wild West milleau doesn't just mean PC's can do anything they want, it also means the NPC's don't need to be nice to them. This could make the campaign quite different and memorable.</strong></p><p><strong></strong></p><p><strong></strong></p><p></p><p>I think they will act like the villains they clearly are. I just hope you reward them for their behavoir. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="haakon1, post: 4138752, member: 25619"] My advice is to stop being gamist and start being simulationist about how the world reacts to the PC's. Don't decide based on what's best for the game/easiest to run. Decide based on what the NPC's, as characters, would reasonably do. Let the chips fall where they may. If you run the world this way, there will be consequences for PC's actions, and complex, interesting plots will develop. Or just let it go and let them play it like a video game, where they can kill for no reason and nobody much cares. In the modern US, it's serious felonies -- kidnapping and murder. In Western (and every other!) tradition, killing someone without a reason is considered evil. So heck yes, it's evil. More importantly, in a campaign where the NPC's react as characters instead of the DM making personally calls, killing Vincent is like killing a cop. All other members of your law enforcement community will take it extremely seriously. The PC's have just become your campaign's most wanted, whether the good guys (that would be not the PC's) know who they are looking for or not. Unless Hades is insane, this makes no sense. How many state troopers would roll up to a burning patrol car with dead troopers inside, laugh, and make a job offer to the gang members holding the gasoline cans? [B] Send an army of arbitors to kill the PC's. Make the PC's outlaws, who everyone is afraid to help (read: sell food to, shelter, etc.), bounty hunters will track them, and others will try to kill them in their sleep for the reward money. The PC's chose to be hunted by murdering a lawman, so let them have it with both barrels. "Bad boys bad boys, what you gunna do, what you gunna do when they come for you?" The lawlessness of a fantasy/Wild West milleau doesn't just mean PC's can do anything they want, it also means the NPC's don't need to be nice to them. This could make the campaign quite different and memorable. [/B] I think they will act like the villains they clearly are. I just hope you reward them for their behavoir. ;) [/QUOTE]
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