Mordane76
First Post
Here's how I feel...
My players are always rearing to go, chomping at the bit, so to speak. They never want to stop, never look towards game downtime, and usually try to solve situations with violence without attempting other avenues. It's always complete one objective, move immediately to the next -- even if I would like to work downtime into the story. No one evers says anything along the lines of "Wait... My character needs to spend a few weeks doing this or that."
Most of the party (all but one) are neutral. The only good member of the party is CG, and while he is often troubled by the bloodshed, he is not actively trying to stop it. Even when they do atttempt other avenues, they usually tinge their diplomacy with veiled threats of violence.
Much of the campaign pits the group against the establishment -- they are presently envoys of a newly-forming empire. This will make them part of an establishment, but not part of the status quo...
It's hard to plan for this group, because I would like to run more RP-heavy storylines, but I always find myself dulling the RP because I know what the players will do -- they'll try and kill it. I fear that my cleverly crafted plotlines will be shredded by arrows, swords, spells, and fists because the players generally approach all matters with a thinly-veiled "Kill it and Take its Stuff" attitude.
Should I just run a hack-n-slash for this group? Am I trying to re-invent the wheel? Is there possibly something I'm doing wrong that's feeding this behavior?
My players are always rearing to go, chomping at the bit, so to speak. They never want to stop, never look towards game downtime, and usually try to solve situations with violence without attempting other avenues. It's always complete one objective, move immediately to the next -- even if I would like to work downtime into the story. No one evers says anything along the lines of "Wait... My character needs to spend a few weeks doing this or that."
Most of the party (all but one) are neutral. The only good member of the party is CG, and while he is often troubled by the bloodshed, he is not actively trying to stop it. Even when they do atttempt other avenues, they usually tinge their diplomacy with veiled threats of violence.
Much of the campaign pits the group against the establishment -- they are presently envoys of a newly-forming empire. This will make them part of an establishment, but not part of the status quo...
It's hard to plan for this group, because I would like to run more RP-heavy storylines, but I always find myself dulling the RP because I know what the players will do -- they'll try and kill it. I fear that my cleverly crafted plotlines will be shredded by arrows, swords, spells, and fists because the players generally approach all matters with a thinly-veiled "Kill it and Take its Stuff" attitude.
Should I just run a hack-n-slash for this group? Am I trying to re-invent the wheel? Is there possibly something I'm doing wrong that's feeding this behavior?