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My mild frustration - an evil party
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<blockquote data-quote="Herpes Cineplex" data-source="post: 1736194" data-attributes="member: 16936"><p>Exactly.</p><p></p><p>To me, it sounds like your players want a different game than the one you do. They've made these fairly interesting characters which they seem to enjoy playing, and they're making the in-game decisions that they want to.</p><p></p><p>And if that's a game that you are seriously not enjoying running, then you need to stop. I'm leery about trying to force them to play their characters differently, for one thing; if they <em>wanted</em> to play them differently, they would.</p><p></p><p>I also think you'd hate imposing "realistic" in-game consequences on them just as much as you hate running the game already, because obviously, you're not all that interested in a game about scummy, desperate characters who won't stop at anything. Punishing those scummy, desperate characters doesn't change them, and it's not going to stop the behavior at all. It'll probably encourage it, in fact; the more dire the punishments looming over them become, the more ruthless their characters are likely to get.</p><p></p><p>So what else, really, are you left with? Your players seem to be enjoying the opportunity to wallow in a little evilness, and you don't want to run a game where wallowing in evilness occurs. It's better to just call it quits and start an entirely new game (nothing at all to do with this one), and this time make it clear to 'em that they can't play heartless, despicable people.</p><p></p><p></p><p>Or, y'know, take the second half of Aust's advice, and just try and go with it. Think of it as your Scorcese tribute game, all about the seamy underbelly of your gameworld. Give the PCs opportunities to show how far they'll go to protect themselves, and remember the cardinal rule of noir fiction: the bad guys don't always get punished, but they hardly ever get what they want, either.</p><p></p><p>--</p><p>i personally think those kinds of games are fun, but mileage variance exists</p><p>ryan</p></blockquote><p></p>
[QUOTE="Herpes Cineplex, post: 1736194, member: 16936"] Exactly. To me, it sounds like your players want a different game than the one you do. They've made these fairly interesting characters which they seem to enjoy playing, and they're making the in-game decisions that they want to. And if that's a game that you are seriously not enjoying running, then you need to stop. I'm leery about trying to force them to play their characters differently, for one thing; if they [i]wanted[/i] to play them differently, they would. I also think you'd hate imposing "realistic" in-game consequences on them just as much as you hate running the game already, because obviously, you're not all that interested in a game about scummy, desperate characters who won't stop at anything. Punishing those scummy, desperate characters doesn't change them, and it's not going to stop the behavior at all. It'll probably encourage it, in fact; the more dire the punishments looming over them become, the more ruthless their characters are likely to get. So what else, really, are you left with? Your players seem to be enjoying the opportunity to wallow in a little evilness, and you don't want to run a game where wallowing in evilness occurs. It's better to just call it quits and start an entirely new game (nothing at all to do with this one), and this time make it clear to 'em that they can't play heartless, despicable people. Or, y'know, take the second half of Aust's advice, and just try and go with it. Think of it as your Scorcese tribute game, all about the seamy underbelly of your gameworld. Give the PCs opportunities to show how far they'll go to protect themselves, and remember the cardinal rule of noir fiction: the bad guys don't always get punished, but they hardly ever get what they want, either. -- i personally think those kinds of games are fun, but mileage variance exists ryan [/QUOTE]
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