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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="Elf Witch" data-source="post: 4168188" data-attributes="member: 9037"><p>The heroes of the Illiad would kill if someone insulted them it is part of the culture. I am working on a greek style game. In a game world like that behavior from the PCs like that is acceptable. </p><p></p><p>Or if you want to play a more gritty game where vikings come and burn and kill and rape the PCs playing vikings would not be considered evil in their own culture.</p><p></p><p>The issue is what does the DM think is evil in his world. The OP had an issue with the behavior of his players. He is not okay with the paladin playing this way. Personally I think a lot of his problems is that he waited so long to finally try and stop the behavior.</p><p></p><p>DMs and PCs need to be on the same page as to what is expected in the game world.</p><p></p><p>In my game the player playing a paladin and I had a discussion ahead of time on how a paladin is expected to behave in my world. </p><p></p><p>We can debate endlessly over who was right the arbitor or the PCs we can bring in examples from our own games but in the end it does not matter because every DMs world is different amd we were not there so we really don't know exactly what happened. As someone pointed out maybe what the PCs saw as rudeness was something else.</p><p></p><p>The issue is how to handle it out of game is the best talk to your players.</p><p></p><p>But in game consquences for actions is how the game should be played. Does that mean if the players turn evil they get hunted down and lose not necessarily. As you point out cop killers are not always brought to justice. But that does not mean that the law ignores the crime.</p><p></p><p>If you want to play it with some realism then as the DM don't give your investigators DM knowledge roll gather info and set the modifiers based on how much evidence there is. If no one saw what the PCs did and speak with dead does not work then the PCs got away with it this time.</p><p></p><p>Consquences should be based on the players actions. If they play evil smart reward them for it the same as you would good parties who play smart.</p><p></p><p>If a group of high level PC kill one of your lawmen then move on it is very possible the ruler will look the other way. But if the PCs keep killing people in your kingdom then you will have to do something to stop them or you lose control of your land. So you bring in bigger guns.</p><p></p><p>That is not using DM fiat that is just common sense. It is the same in a good game the evil side brings in bigger guns to stop the PCs from thwarting their plans so why would good not do the same. </p><p></p><p>In Dnd there is no gurantee that the PCs will win. Sometimes the PCs lose and sometimes they win and that is how it should be played regardless of the PCs alignment.</p><p></p><p>Let the dice decide. The minute you start using your DM power to punish or teach the players the game is over.</p><p></p><p>I don't think that throwing consquences at PCs that are based on their level is teaching them a lesson it is giving them a challange to overcome based on what has happened in the game before.</p></blockquote><p></p>
[QUOTE="Elf Witch, post: 4168188, member: 9037"] The heroes of the Illiad would kill if someone insulted them it is part of the culture. I am working on a greek style game. In a game world like that behavior from the PCs like that is acceptable. Or if you want to play a more gritty game where vikings come and burn and kill and rape the PCs playing vikings would not be considered evil in their own culture. The issue is what does the DM think is evil in his world. The OP had an issue with the behavior of his players. He is not okay with the paladin playing this way. Personally I think a lot of his problems is that he waited so long to finally try and stop the behavior. DMs and PCs need to be on the same page as to what is expected in the game world. In my game the player playing a paladin and I had a discussion ahead of time on how a paladin is expected to behave in my world. We can debate endlessly over who was right the arbitor or the PCs we can bring in examples from our own games but in the end it does not matter because every DMs world is different amd we were not there so we really don't know exactly what happened. As someone pointed out maybe what the PCs saw as rudeness was something else. The issue is how to handle it out of game is the best talk to your players. But in game consquences for actions is how the game should be played. Does that mean if the players turn evil they get hunted down and lose not necessarily. As you point out cop killers are not always brought to justice. But that does not mean that the law ignores the crime. If you want to play it with some realism then as the DM don't give your investigators DM knowledge roll gather info and set the modifiers based on how much evidence there is. If no one saw what the PCs did and speak with dead does not work then the PCs got away with it this time. Consquences should be based on the players actions. If they play evil smart reward them for it the same as you would good parties who play smart. If a group of high level PC kill one of your lawmen then move on it is very possible the ruler will look the other way. But if the PCs keep killing people in your kingdom then you will have to do something to stop them or you lose control of your land. So you bring in bigger guns. That is not using DM fiat that is just common sense. It is the same in a good game the evil side brings in bigger guns to stop the PCs from thwarting their plans so why would good not do the same. In Dnd there is no gurantee that the PCs will win. Sometimes the PCs lose and sometimes they win and that is how it should be played regardless of the PCs alignment. Let the dice decide. The minute you start using your DM power to punish or teach the players the game is over. I don't think that throwing consquences at PCs that are based on their level is teaching them a lesson it is giving them a challange to overcome based on what has happened in the game before. [/QUOTE]
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