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Sociology of the murderhobo
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<blockquote data-quote="Nagol" data-source="post: 6911941" data-attributes="member: 23935"><p>Pathology doesn't necessarily mean dysfunction. People just need to match expectations at the table. There's nothing wrong with murderhobo play so long as everyone expects it. It only becomes a problem when one or more participants objects.</p><p></p><p>But my point remains. It is a player-driven situation. </p><p></p><p>I've had campaigns where the itinerant adventurers have settled down the first chance they got and developed strong ties to the town becoming its first line of defence against the darkness. </p><p></p><p>I've had campaigns where the PCs refused to return to their castles because they'd have to deal with the 'boring' stuff associated with their rule. No table time would be spent on such things you understand, the players didn't want to 'slow down' their advancement by having hand waved down time and dealing with developing consequence of their previous actions. The best problems are new problems was their motto. </p><p></p><p>I've also had campaigns that veered from one extreme to the other as the table changed its mind as to what they wanted to do or even just a whim from a pivotal player.</p><p></p><p>Any PC can become a murderhobo should the player choose. Any murderhobo can decide to stop should the player choose. Social expectations, ties, and any other cruft inside the campaign have very little to do with it.</p><p></p><p>Now if what you are trying to say is there are distinct literary tropes that map to murderhobo then sure. There are literary tropes that map to almost any stereotype of play -- that's why they're tropes after all. Play style is informed by and only by player choice. Nothing inside the world can alter the PCs' role without restricting/controlling that player choice.</p></blockquote><p></p>
[QUOTE="Nagol, post: 6911941, member: 23935"] Pathology doesn't necessarily mean dysfunction. People just need to match expectations at the table. There's nothing wrong with murderhobo play so long as everyone expects it. It only becomes a problem when one or more participants objects. But my point remains. It is a player-driven situation. I've had campaigns where the itinerant adventurers have settled down the first chance they got and developed strong ties to the town becoming its first line of defence against the darkness. I've had campaigns where the PCs refused to return to their castles because they'd have to deal with the 'boring' stuff associated with their rule. No table time would be spent on such things you understand, the players didn't want to 'slow down' their advancement by having hand waved down time and dealing with developing consequence of their previous actions. The best problems are new problems was their motto. I've also had campaigns that veered from one extreme to the other as the table changed its mind as to what they wanted to do or even just a whim from a pivotal player. Any PC can become a murderhobo should the player choose. Any murderhobo can decide to stop should the player choose. Social expectations, ties, and any other cruft inside the campaign have very little to do with it. Now if what you are trying to say is there are distinct literary tropes that map to murderhobo then sure. There are literary tropes that map to almost any stereotype of play -- that's why they're tropes after all. Play style is informed by and only by player choice. Nothing inside the world can alter the PCs' role without restricting/controlling that player choice. [/QUOTE]
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