Viktyr Gehrig
First Post
Stormrunner said:If you want a little more hesitance about violence, IME emphasizing the gore won't do it. What you have to do is emphasize the human cost, the social connections and consequences. E.g., in a cyberpunk game once, the PCs had just hacked to death a drug dealer, a few seconds after he shot a street kid for trying to pickpocket him. They do the usual "loot the body" - and in his wallet alongside losts of cash, they find pictures of his girlfriend, a list of phone numbers including ones for "Mom" and "Dad", and two tickets to the rock concert tomorrow night, by the same band one of the PCs is a big fan of. That brought the players up short a little. For just a moment, he wasn't a faceless mook, but a guy with parents, a lover, and at least some interests that matched their own... They still took the loot and skedaddled, but there wasn't nearly as much crowing about the kill.
This is brilliant. It's something I'll have to start to do in my Modern and D&D games.
Luckily, my players aren't so crazy into the violence that they forget what they're doing. We have some good moments where they stop themselves short and ask what they're doing-- usually the other players trying to stop or balking at the level of violence exhibited by one of them, who knows exactly what he's doing.