Apologies in advance for the wall of text.
Let me preface this topic with some background. I currently am the "ever-GM" for a group of four to six people that meets semi-weekly to play various RPGs. Right now, we've been playing Pathfinder for about a year, but prior to Pathfinder we spent a year or so working our way through the Dawn of Defiance campaign for Star Wars Saga Edition. I'm not an inexperienced GM, per se, but I don't have decades under my belt like some people do either.
My players have a problem. They're murder-hobos. Not just a little bit, either. In our current Pathfinder game, the party consistently leaves a wake of destruction behind them wherever they go. They're as likely to burn down a building full of innocents as they are to slay monsters. The phrase "purifying fire will hide our crimes" has been tossed around more than a few times. Usually, the violence has some sort of "greater purpose," but as often as not devolves into wanton murder for the sake of wanton murder. Example: The party's rogue sneaks into a warehouse that they suspect is a base for cult activity. The rogue is discovered by two warehouse workers who question the rogue and ask why he's there. The rogue panics and murders both of them. What happened next was a chain reaction of "hide the bodies" and "no witnesses."
There were no survivors.
This type of behavior isn't isolated to Pathfinder or fantasy settings either. In our Saga Edition game, one of the characters was a deranged, mentally unstable Wookiee who would wear the faces of the people he'd killed. (He would also loot the bodies of his victims for family photos and other personal effects, and then show them to his future victims while asking "Do you want to see my family?") A Jawa "Jedi" murdered a cab driver on Coruscant on a crowded street, in broad daylight because the cab driver astutely noticed that they were trying to avoid attention, and wanted more money for his "discretion." Dark Side Points were handed out abundantly, but the characters never reached the tipping point, and Saga Edition made it fairly easy to remove Dark Side Points with the sacrifice of Force Points.
The weird thing is, all of them started playing RPGs at about the same time, when they started with Star Wars Saga Edition. My group consists entirely of adults (no teenagers) and is a mix of males and females. None of them had any RPG experience prior to playing with me, and I never ever encouraged the murdery behavior. My games have always emphasized consequences, even long lasting, far reaching consequences. For example, a member of the party stabbed an innkeeper in the foot to prove a point. A few weeks later (in game time) they returned to the inn needing shelter, and the innkeeper attempted to report them to the soldiers that were quartered in the rooms upstairs. (the innkeeper was living in territory occupied by an enemy nation, and would have been a valuable ally had they not attacked him previously.) Their solution? Bar the doors and burn down the inn.
I don't even want to talk about what they did to a humanoid creature they took captive, but were afraid would escape as they made a long and dangerous trek through enemy occupied territory.
That's not to say that the wanton, violent behavior was inherently bad. The slightly insane, accidentally-burn-down-a-village-while-trying-to-save-it thing made for some hilarious and very memorable scenes and characters. For all of their dependence on violence to solve problems, (even the problems created by their use of violence) none of my current players are as bad as one player, who, after rolling up a paladin and killing his first kobold announced, "I **** its corpse." (He's no longer a member of our group.)
I previously had assumed that the "all problems should be solved with extreme and unmitigated violence" attitude was merely a result of mixing new role-players and a D20 system that awarded experience points for kills. I never handed out XP for innocent victims, but still. We're nearing the end of our Pathfinder campaign, however, and a couple of one-shot previews of the FFG Star Wars system (using the Edge of the Empire and Age of Rebellion beginner games) have revealed my initial assumption for the falsehood that it is.
Spoilers to follow.
During Escape from Mos Shuuta, the player running 41-VEX (previously a
Noble/Medic in Saga Edition) decided that the junk dealer's anti-droid attitude
deserved... violence. (Well, grabbing him and threatening to crush/rip off parts
of his anatomy.) They leave, and the junk dealer summons the Imperials
to deal with a group of thugs that just beat and robbed him (so, Lowhhrick left
a few credits on the counter, but not enough to buy the HMRI) and to throw off
the Stormtroopers' pursuit, they destroyed a water tower. The result was massive
damage, the destruction of Mos Shuuta's water supply, and a couple of dead
Stormtroopers.
They had actually split the party at this point, and Pash was at spaceport
control trying to sweet talk Overseer Brynn into unlocking the docking clamps on
the Krayt Fang. The player running Pash failed the check (pretty badly,
actually... a despair might have been rolled) and Overseer Brynn told Pash to
leave. Pash's response? "I stab her with my vibroknife, and then carve my
initials into her face so she never forgets her mistake." (Paraphrased)
The group's composition had changed slightly by the time we played Takeover
At Whisper Base, but the murder-hobo attitude hadn't. They came extremely close
to throwing BX-2R into a trash compactor for merely being snarky (which I
suppose is an improvement) but their plan to "take over" Whisper Base involved
hijacking the Lambda shuttle and using its weapons to blast a hold into the
cliff and destroy the base's command center, killing almost everyone inside and
utterly destroying the command center. After chasing down (and
killing) Lieutenant Sarev, the group demanded that the remaining
twenty or so personnel in the base surrender and come outside. After
successfully accomplishing a rather difficult opposed check, the base's
remaining personnel marched outside with their hands up... and were immediately
vaporized by the gunners in the Lambda.
Now, if we do have a "session zero" where I help them create characters, I'm definitely going to discuss expectations for the game, find out what they want to get out of it, and mention my own desires. I'm going to tell them that I want to emphasize a story, rather than kill count. I know they'll probably be receptive, and I know that for the first session or two, things will probably be better. But I also know that old habits and play-styles can be hard to break, and I want to know what to do when and if my players start slipping into that old mindset. I plan to offer real, in-game consequences, like increase obligation for wanton murder and violence, but I don't want to be punitive. I'd just like to discourage the "scorched earth" attitude.
That's not to say I don't want to deal with darker themes or difficult choices. How would a group of Rebel special operatives handle it if the majority of a base's personnel surrendered to them, and taking prisoners was difficult or not an option? That's fine. But the habitual, casual attitude towards murder (along with torture and other issues) is something I'd like to avoid if and when we start an Edge of the Empire game.
So how about you? Have you been in games with murder-hobos? Have you been one yourself? Have you GMed for a group like that? How did you deal with it? Is their behavior a reflection of how I run my games? If so, what can I change so that "Kill them, take their stuff, kill the witnesses, and burn down the building so there was no evidence that we were ever here." isn't the solution to every encounter? Is this just a natural phase in the development of an RPGer? Your thoughts, opinions, and even criticism are welcome.