Stephen Rennell
> I've had the reverse problem - they assume that they can kill
> all the opposition after they've defeated them, and it's very
> hard to get them to be happy with their enemies not being all
> dead. (Especially bandits when their clan hates Gagarthi, and
> broo who they also hate.)
I echo what Mike said, plus...
First - in the before game chat discuss the nature of
opponents in an RPG. They are *always* going to have opposition
to fight one way or another, otherwise the game would be dull.
Players *want* their PCs to have opponents. So the only question
is *which* ones they want. The Pool had some good advice: players
should kill off npcs when they dont want them in the story anymore
and conversely allow the coolest ones to live to appear another day.
Later, during the game, remind them to think about retaining and
discarding npcs depending on their potential to make things
entertaining to the group.
Second - there is a difference between the PCs wanting someone dead
and the players wanting them dead. The players are not the PCs and
should not be trying to be. This is a different approach to the way
games are often played. In HQ everyone should be helping to direct
the story. This requires the players to be able to seperate themselves
from the PCs. The PCs *should* want the broos all dead and *should* be
p1ssed when they cant kill them all. The players on the other hand
should be making a decision about what would be the best way of making
todays game and the games to come as enjoyable as possible.
If the opponents are nameless minions the decision is moot; theres
nothing of interest to save, and no penalties for slaughtering broos
or gargathi, and the PCs hate them intensely, so they are bound to
kill them off. Let them enjoy it.
Third - if you want to change the way they kill of everyone regardless
of who they are: involve them in deciding the consequences. If they
kill off the tax collector ask the players to suggest what the
authorities do next. This will help make the point that they must deal
with the consequences of their actions - the victims are not faceless,
they are just one part of a group. Its rarely possible to fight an
individual, what you are actually doing is involving yourself in
ongoing conflict with a much larger entity. This is the way it works
in real life too; you dont need to make up rules to force their
behaviour to conform to what seems realistic - just make the
results of their actions happen the way they realistically would. But
do it in the open so they can make an informed choice and be part of
the decision about whether things escalate.
Fourth - and this is really really important if not vital - make sure
they are tied securely into a bigger group. Under no circumstances
allow a wandering party of PCs with no relationships to worry about.
The PCs should be part of a clan or similar and the clan should suffer
the results of their actions. They should have family and friends to
worry about. This is how the decisions about how to treat enemies
become interesting for the players.
Theres a quote (but I forget who said it) 'He who takes a wife and a
family has given hostages to fortune'.
When the victims friends retaliate have them target the PCs
nieghbours and kin. Involve the PCs in deciding how this happens.
There doesn't even *have* to have been a retaliation yet for the
nieghours and kin to start getting jumpy and putting he presure on the
Cheers,
Nick.
Received on Thu 16 Dec 2004 - 09:51:59 EET
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