The Murderhobos are Back

By Castlecruncher, in Star Wars: Edge of the Empire RPG

I'll give plenty of forewarning about how I'm going to use the other advice--I feel simply saying "All actions have consequences" and "Imagine how it would be in the real world" ought to pretty well on its own, but I'll elaborate, just to make sure.

You might be be surprised how much you might have to beat them over the head to emphasize that, just as in the real world, people who commit consistent murder in the course of robbery have.....well, problems in their day to day lives, to say the least.

And I think it's very valid to come at it from a place of "look guys, I really like playing games with you, but running this kind of game where you kill everyone before they can even talk to you is getting old and feeling like a chore for me."

Good luck though and let us know how it turns out!

I think Castlecrusher you should consider running Age of Rebellion rather than EotE and do a few military style adventures and see how it goes.

Okay, I can see how this is bothering you and I understand the advise you are getting but I am pretty certain that a group whose base attitude is that of a bunch of murder hobo's are most likely uncomfortable with each other or a bit insecure about themselves. It is not easy to roleplay, and some of us forget that at times, probably because we have a lot of experience, but play acting in front of your friends (or worse some other dudes your age, that you kind of know but not really) is a pretty awckward thing to do at times. It takes balls to do it well and murder hobo is the easy way out for them.

What is harder to play? The delicate conflicted colonist doctor that gets caught up in things that he has to deal with? Or the gruff trigger happy, "don't want no talking back" mercenary?

My suggestion would be to start them off easy, let them meet nice people, help out kid, have them witness others being murder hobo's and them stepping in to being the hero. This way they can grow into their characters without having to flex their muscles so much, it is way easier to play the **** than to play the hero and you got to set them off on this path first I guess.

Also, you have XP to reward. Give it to the one that portrayed his role best in the group and was a realistic character (a murder hobo in Star Wars often isn't.)

Edited by DanteRotterdam

Aside from you, CastleCruncher, who else has an issue with the "murderhobo" characters? That really is the default mode for most players in a lot of game types as combat is the easiest kind of encounter to run/resolve. Not everyone feels the need to get into character like they're professional thespians. Some just like the escapism that the games provide. Namely a chance to do stuff you can't or shouldn't do in the real world. A time to hang out with friends and goof around. It doesn't always have to be serious.

I think a lot has to do with expectations. For me Star Wars takes place in a setting that has some aspects of a civil society. I'm in a game now with 3 other players that has become a murder hobo game because of two players.I have edited this because my tone was sounding complainny and I really am enjoying the game and the table. The challenge was knowing to create a strongly combat oriented character.

So I reworked my character to match their game and made him a thug, since that what they wanted to play and we are having fun. The part I may be a bit complainy about is how easy it is for combat oriented characters to make the game pretty much about combat.

Edited by DevonDs101

Doesn't that power armour only have a battery life of one hour? Wait I was incorrect that was the air supply

Remind him of this, a hour in civilisation, should stop him bringing it again. Xd

In all seriousness, your dm should have quiet words. It is quite i useful to have the muscle, but really irritating if they constantly interrupt the socialites moments.

Edited by LordBritish

@DevonDS101

He drinks through a straw at a cantina?

His environmentally sealed power armor has an option that allows him to drink through a straw? Makes sense as an option I suppose, but he is susceptible to gas attacks and other issues. I'm not sure I would allow it as an option though.

I am sorry the desires for two other players is lessening your enjoyment.

I'm in a game now with 3 other players that has become a murder hobo game because of two players.

Sounds like the GM is complicit though, so it's not just the players. If the GM didn't want that kind of game, there are numerous ways to put a stop to it.

There are also ways to make a MurderHobo game work. A Hutt "corrections" team comes to mind, for example. Beating people up for money is a time-honored business model.

But yeah, as Whafrog said, the GM has to at least be ok with that kind of game for it to move that far in that direction.

There are also ways to make a MurderHobo game work. A Hutt "corrections" team comes to mind, for example. Beating people up for money is a time-honored business model.

But yeah, as Whafrog said, the GM has to at least be ok with that kind of game for it to move that far in that direction.

It also helps to have all the players buying in, or that being a core premise of the game. Unfortunately it sounds like Devon's game got jacked.

I used to have problems with players like this in Many games. In Star Wars there is an entire profession that lives for taking down there sorts. They are called Bounty Hunters. And the best part of it...it's Legal to take out these morons within the context of the game universe. If they really get out of hand....Havea old school Jedi that got missed show up and deal with the problem.

Oh they'll love that. And they might actualy take out a few bounty hunters...

Ofcourse that leaves you with a possible way out:

GM: "Look Bruce, your character has the Mandalorian armor and the double red lightsaber, and all the crimelord's credits and you browbeat the sith to teach you the ways of the force (despite your character not being force sensitive, but I'll let that slide) and you got two pet rancors... You have it all. It's time to retire your character, don't you think?"

Bruce: "Yeah i guess you are right, it has been a good run."

GM: "Now how about you play a nice non combat class for once? Like the Ambassador?"

Bruce: "Figured you'd say that so i already made a new character, here, take a look."

GM: *reads* " Name, Vaan Solmurder, ooowkey... stats, background... what? Former Jedi? Lightsaber? Brokered a Rebel/Hutt Alliance? Assassin droid squad as bodyguards? Dammit Bruce!"

Edited by Robin Graves

@DevonDS101

He drinks through a straw at a cantina?

His environmentally sealed power armor has an option that allows him to drink through a straw? Makes sense as an option I suppose, but he is susceptible to gas attacks and other issues. I'm not sure I would allow it as an option though.

I am sorry the desires for two other players is lessening your enjoyment.

Not lessening it, it is still a great game with a great table of players. I was just not running a thug and it is much easier for the murderous types to turn most encounters into violence than for any other type to stop the violence from starting. Now that I have rewritten the character for combat I can participate. I think the problem is often players not knowing what to bring, in my case I was bringing a smile, plan and chat character to a gunfight, once I went back with a gun it all works.

Did you give them a Session Zero outlining your campaign vision, general themes for the game, your desired morality level, etc?

I am realizing more and more that this dramatically increases the chances of a successful campaign. In my history of gaming this isn't something that we ever did, with the possible exception of "what are you running" and "who's running the healler.

@DevonDS101

He drinks through a straw at a cantina?

His environmentally sealed power armor has an option that allows him to drink through a straw? Makes sense as an option I suppose, but he is susceptible to gas attacks and other issues. I'm not sure I would allow it as an option though.

I am sorry the desires for two other players is lessening your enjoyment.

Not lessening it, it is still a great game with a great table of players. I was just not running a thug and it is much easier for the murderous types to turn most encounters into violence than for any other type to stop the violence from starting. Now that I have rewritten the character for combat I can participate. I think the problem is often players not knowing what to bring, in my case I was bringing a smile, plan and chat character to a gunfight, once I went back with a gun it all works.

I am glad you are enjoying the game. :D

And a Proper Bounty Hunter that is trying to take down the perp is not going to play fair.

1) High end Sniping Blaster with refined Tabanna Gas to allow for invisible sniping (introduced in the EU)

2) Sneak into his ship or quarters and leave a explosive mine under the bed.

3) High a pack of Gammoreas to keep him distracted.

4) High end Sniping Ion Rile to shut down his so lovely armor.

small list of things to keep him busy

High a pack of Gammoreas to keep him distracted.

How much weed would that take?

About a key each :P

I used to have problems with players like this in Many games. In Star Wars there is an entire profession that lives for taking down there sorts. They are called Bounty Hunters. And the best part of it...it's Legal to take out these morons within the context of the game universe. If they really get out of hand....Havea old school Jedi that got missed show up and deal with the problem.

This kind of IC response actually works for you to curb problems?

They players have learned that if they go about being bastards, people will tend to line up to remove them. It keeps the setting from devolving from Star Wars Pulp into Cyberpunk Nihilism.

For now, my group is reverting to a fantasy setting as per their preference. We'll probably return after a short spell (no pun intended), but I'll also use this info you guys have offered if the issue ever re-arises.

I have a new player who's playing an assassin droid medic/sharpshooter. The player's concept is that he's hunted by the Empire for conducting "illegal surgery" on Imperial officials (pretty much, he lobotomized a few Imps). I won't go into details, but he's a pretty darned creepy robot, always wanting to make "modifications" to people's brains, flashing his robotic fingers around like Freddy Kruger, etc. Think a droid version of Doctor Jest from the Elric of Melnibone series.

Murder hobo in the making? Well... I had a talk with the player before his first session. What I told him was basically "Quirky is fine. Psychotic, not so much." :) He had a rocky start trying to find his sea legs with the character concept, and got a little distracted in combat, wanting to jump in with the brain surgery while blasters were going off around him :) In this instance, some of the other players sort of got on his case about it, but not enough to make him feel bad or cause any animosity. So, I think a potential problem has been thwarted by both me laying down some limits on erratic or bizarre behavior, along with the other players letting him know where they draw the line when it comes to behavior at the table. Keep in mind that we're not a strict or overly serious group by any stretch of the imagination, and the other players actually like the droid's creepiness.

Another character has gone on a couple of murder sprees as well. In this instance, it's not the player just being wild and weird, but an actual conscious decision to illustrate the character's upbringing and lack of basic understandings of morality. I've been monitoring this situation, but haven't done anything about it because 1) I want the players to be able to explore different aspects of their characters motivations and concepts, and 2) other characters in the group have actually been shocked at some of her antics and have tried giving her moral guidance. In other words, the character isn't an evil freak or anything, she's just severely misguided. And having the other characters help her to get on the straight and narrow has actually given us some moments of very cool role playing :)

Well, a Murderhobo I define as 'Chaotic Jerkass', a sociopath who actively leaves a trail of bodies for fun and giggles and embodies 'Pink Mohawk' ethos (loud, obnoxious, will do things that make imperial troops wince). You know....Power Tripping Gamer Type A. Most sensible characters and people give loons like this a wide berth, as it draws far too much attention and escalating responses if the MH survives. Luckily my players do not engage in this much (unless they are playing evil sorts, then, y'know go for it. just be ready for the response) and will pull aside a disruptive player and tell them to dail it back. If they don't, the players will dry-gulch/arrest the loon before he causes too many problems.

Now if you have a character that say, snipes Imperial troops for a giggle, but is very careful about how they do it, then that's fine (ignoring the moral issues), as they have at least enough common sense to recognize that what they do will draw attention and cause problems for the rest of the players if it traces back to them

TPK - works every time

"The Death Star fires....

....everybody dies."

Roll up new characters! :D

can I play as a force ghost? :)