Jürgen Hubert
First Post
Let me sum up...
You start by introducing a situation where players are roleplaying murderous slayers. You then propose to teach them a lesson by a long campaign of greater and greater negative consequences mostly based on the idea that a game of murderous slayers isn't what you want the players to be.
I prefer to think of it as showing them that playing murderous slayers is limiting themselves as role-players. If they are only rewarded for looting and killing, then what's what they will continue to do.
But this way will teach them that other, less tangible rewards matter as well.
Rather than any out of game discussion, you instead propose session after session of degrading circumstances where the PC's ultimately perish in darkness--perhaps even shedding a tear as they bitterly crumple their character sheets.
Not they perish in darkness - the world. The player characters become darkness unless they choose to pursue another path.
But walking the path of darkness was their choice, too...
But the players are ultimately grateful for the life lesson you have taught them.
Not life lesson - gaming lesson. They've learned that the actions of their PCs matter for more than their character sheets.
While this may work out well in a church fable... I don't think this has anything to do with teaching good roleplay. Roleplay is just taking on a persona to act out in a game... there is no implied "goodness" to the role. Some murderous slayers are facinating characters.
But even that takes good role-playing. Players such as I have described haven't advanced this far.
But hey... fight the good fight... teach all the life lessons you think need to be taught. I'm sure someone goes for the "slow decent in to darkness" campaign. I'll be taking the faster route to the happy game, thanks.
Telling them how to role-play is not as effective as showing them. Which is what this plan is intended to accomplish.