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<blockquote data-quote="Jefe Bergenstein" data-source="post: 7066965" data-attributes="member: 31506"><p>Well, thanks for calling me lazy! Nice to meet you too lol. I really feel that published adventures set the guideline for how the baseline game is played for a large portion of groups. Sure, you CAN run a game entirely about love triangles and social backbiting, but there really seem to be better systems for it (FATE with its social consequences for example). Again, not that non-violent D&D is badwrongfun, but is more of an outlier. </p><p></p><p>Murder-hobo is quite different from the level of violence you might expect during a normal adventure resolution, and will often be directed at "civilians" not normally positioned as "enemies" in the adventure setup. Guards, innkeepers who might object to having their barn lit on fire, merchants to be robbed, etc. My wife's combat cyborg in Rifts started as a murderhobo, with the stated goal of getting 3 throat rips a session (a turkey!). We had a good chuckle the first couple, then asked her to tone it down a notch since it really strained credulity she'd be allowed to remain in the party. Roberto flipped his alignment switch from CE to CN, and problem (mostly) solved. I really feel the motivation for violence is what makes a murder hobo. </p><p></p><p>Also, remorseless killing CAN be roleplaying! I really feel there tends to be a limited vision of what "roleplaying" is. Hell, we had a kid in our scout group who wanted to play, but be Batman. Not like, a character based off Batman. No, specifically Batman. So we made a "Batman" class, he essentially played his character as he thought Batman would react if he was in the Forgotten Realms, and we had a summer of dorking it up.</p></blockquote><p></p>
[QUOTE="Jefe Bergenstein, post: 7066965, member: 31506"] Well, thanks for calling me lazy! Nice to meet you too lol. I really feel that published adventures set the guideline for how the baseline game is played for a large portion of groups. Sure, you CAN run a game entirely about love triangles and social backbiting, but there really seem to be better systems for it (FATE with its social consequences for example). Again, not that non-violent D&D is badwrongfun, but is more of an outlier. Murder-hobo is quite different from the level of violence you might expect during a normal adventure resolution, and will often be directed at "civilians" not normally positioned as "enemies" in the adventure setup. Guards, innkeepers who might object to having their barn lit on fire, merchants to be robbed, etc. My wife's combat cyborg in Rifts started as a murderhobo, with the stated goal of getting 3 throat rips a session (a turkey!). We had a good chuckle the first couple, then asked her to tone it down a notch since it really strained credulity she'd be allowed to remain in the party. Roberto flipped his alignment switch from CE to CN, and problem (mostly) solved. I really feel the motivation for violence is what makes a murder hobo. Also, remorseless killing CAN be roleplaying! I really feel there tends to be a limited vision of what "roleplaying" is. Hell, we had a kid in our scout group who wanted to play, but be Batman. Not like, a character based off Batman. No, specifically Batman. So we made a "Batman" class, he essentially played his character as he thought Batman would react if he was in the Forgotten Realms, and we had a summer of dorking it up. [/QUOTE]
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