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Immoral player characters in RPGs
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<blockquote data-quote="uzirath" data-source="post: 8223008" data-attributes="member: 8495"><p>I agree with others who have said that it all <em>depends</em>. The game, ultimately, is about the participants having a rewarding time together. My first order of business would be to make sure the players were on-board with this style of play. Does it still feel like a fun campaign to all of them? Can the PCs still generate dramatic stories that the players will find compelling? If so, no foul, game on! If not, I would have a frank discussion with the players to determine what we want out of the game and how to proceed to achieve that aesthetic goal.</p><p></p><p>A secondary consideration for me as GM would be thinking about how I've presented the setting. Sometimes players get into a murderhobo mentality where they assume that they will avoid consequences of their crimes simply because they are PCs. If I've presented a setting where a mysterious exploding ship like this would be carefully investigated (FAA, black box, etc.) and the culprits hunted down, then I would want to make sure that the players understand what sort of adventures are likely to come of this (maybe <em>Butch Cassidy and the Sundance Kid</em>). If they were hoping to continue in a lighter "no big deal" style of game, then adjustments need to be made on one side or the other.</p></blockquote><p></p>
[QUOTE="uzirath, post: 8223008, member: 8495"] I agree with others who have said that it all [I]depends[/I]. The game, ultimately, is about the participants having a rewarding time together. My first order of business would be to make sure the players were on-board with this style of play. Does it still feel like a fun campaign to all of them? Can the PCs still generate dramatic stories that the players will find compelling? If so, no foul, game on! If not, I would have a frank discussion with the players to determine what we want out of the game and how to proceed to achieve that aesthetic goal. A secondary consideration for me as GM would be thinking about how I've presented the setting. Sometimes players get into a murderhobo mentality where they assume that they will avoid consequences of their crimes simply because they are PCs. If I've presented a setting where a mysterious exploding ship like this would be carefully investigated (FAA, black box, etc.) and the culprits hunted down, then I would want to make sure that the players understand what sort of adventures are likely to come of this (maybe [I]Butch Cassidy and the Sundance Kid[/I]). If they were hoping to continue in a lighter "no big deal" style of game, then adjustments need to be made on one side or the other. [/QUOTE]
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