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My mild frustration - an evil party
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<blockquote data-quote="Humanophile" data-source="post: 1736708" data-attributes="member: 1049"><p>I have to say, my answer would be somewhere between the carrot and the stick.</p><p></p><p>The players have made a good deal of a mess. Have someone with enough power to make them sweat hear about it, and give them a nice, cinematic battle. Preferably the good guy gets damaged enough to retreat after giving the party a good bruising, but if the party presses the attack, let them take him down (with maybe a casualty amongst their own ranks).</p><p></p><p>After that sesson, have a long talk. Tell them that you don't mind amoral/pragmatic PC's, but outrageous evil like they've been up to bothers you. Maybe you'll step up the in-game consequences for a realism balance, maybe you'll just have to kill the whole game.</p><p></p><p>If the players take the hint from both the beatdown and the chat, great. I get the feel you could handle scuzzy characters so long as they weren't so cartoony about it. If they tone things down and only act really evil when they have to be evil, all's well.</p><p></p><p>If the party agrees with you but just can't seem to play evil as anything other than rampant slaughter, give them a few more sessons as the Forces of Good draw the noose tighter around them. Let them get the bad-guy impulses out of their systems, TPK, have heroism requirements when everyone re-starts. Let everyone know that this is a limited plot arc, you shouldn't have too many complaints about it (one would hope).</p><p></p><p>If the party actively insists on playing sociopaths without consequences, and resists attempts at reform, kill the game. Spend the money that you would've spent on gaming materials on board, card, or video games. Have another excuse for socializing that doesn't evoke so much stomach-churning.</p></blockquote><p></p>
[QUOTE="Humanophile, post: 1736708, member: 1049"] I have to say, my answer would be somewhere between the carrot and the stick. The players have made a good deal of a mess. Have someone with enough power to make them sweat hear about it, and give them a nice, cinematic battle. Preferably the good guy gets damaged enough to retreat after giving the party a good bruising, but if the party presses the attack, let them take him down (with maybe a casualty amongst their own ranks). After that sesson, have a long talk. Tell them that you don't mind amoral/pragmatic PC's, but outrageous evil like they've been up to bothers you. Maybe you'll step up the in-game consequences for a realism balance, maybe you'll just have to kill the whole game. If the players take the hint from both the beatdown and the chat, great. I get the feel you could handle scuzzy characters so long as they weren't so cartoony about it. If they tone things down and only act really evil when they have to be evil, all's well. If the party agrees with you but just can't seem to play evil as anything other than rampant slaughter, give them a few more sessons as the Forces of Good draw the noose tighter around them. Let them get the bad-guy impulses out of their systems, TPK, have heroism requirements when everyone re-starts. Let everyone know that this is a limited plot arc, you shouldn't have too many complaints about it (one would hope). If the party actively insists on playing sociopaths without consequences, and resists attempts at reform, kill the game. Spend the money that you would've spent on gaming materials on board, card, or video games. Have another excuse for socializing that doesn't evoke so much stomach-churning. [/QUOTE]
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My mild frustration - an evil party
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