In some of my other threads I've explained my concern that my player group tends toward the murder-hobo mentality. For the most part, I can keep a handle on that. But most of the suggestions for stopping random violence and corpse looting revolve around law and order: the security forces are going to arrive soon, the news services are watching, the public is observing, etc.
The group is, at the moment, based on Nar Shaddaa. Working for a Hutt. So... what to threaten them with to get them to behave? At present, my plan is that the various sectors are policed by gangs. These gangs will behave like security forces (cops) except that they're not that picky about guilty and innocent and don't use incarceration as a penalty. Rather they simply confiscate what they want, maybe beat up the guilty parties, assess fines, etc.
I'm a bit worried the PCs will simply either try to fight the gangs (can control by using large numbers so they realize they're going to lose), or simply run to another territory. Running might be ok, if the players realize that the response is tied to their behavior and running provides a downside (like dumping the loot).
But I'm looking for other suggestions. The community here has shown itself to be wonderfully twisted and I enjoy tapping into that collective dark-side creativity.
Law and Order consequences on Nar Shaddaa
I'm kicking off my new campaign tonight and part of what I'm aiming to do with a buncha house rules is elevate the value of skills besides combat skills, but aside from that I am going to begin fusing the currency and meta currencies of the game into one. Credits/xp/Obligation/Duty blah blah. What I mean is there will be an xp cost for modifications/attachments. There will be a group advancement tree with an xp cost, in some cases credits, and in addition depending on the wrung they are reaching for it may cost group Obligation as well.
Without causing this thread to devolve into a slew of what sux about 2P51's new campaign ideas and the reasons for it from the gotcha guys and people with permanent storm clouds over their heads , it occurs to me being brought before a court/local crime boss/ombudsman and being fined 'X' xp for an act contrary to what is expected or as punishment will likely get players attention. It strikes me as an excellent carrot/stick for controlling contrary behavior. It isn't something I've thankfully ever had to do, but your request gives me the devilishly painful idea. Can't wait to spring it on someone who steps outta line with a glib attitude.
The mob, the mafia, the triad, and heck your random street gangs all while being criminal still follow a base set of rules. I wouldn't let Nar Shadaa's setting allow your group to act like they are in a wonderland of lawlessness. In fact, I would reckon the controls in place by the Hutt Cartel are more severe than the Empire in some cases (Rancor pit anyone? Slow digestion over a thousand years?). True the act of carrying an illicit good might not be what gets you in trouble rather the not sharing a cut with the appropriate Hutt. Walking through Nar Shadaa, in my mind at least, should feel like walking into a skeevy underbelly where your just as careful not to cross the wrong groups of people. You clearly don't want to be on the outs on both sides of warring street gangs or rival Hutts.
Hmmm. Experience Point penalty seems harsh, but quite doable. Ideally, I'd pair it with an Obligation and let the player choose. "Lose 10xp or gain 5 Obligation." At the moment though, they've got way too much Obligation individually and as a group, and they haven't yet realized how much they want to get rid of it. So probably just a fine of xp and credits. And maybe an implied Obligation: "We'll let this slide with just a fine for now, but you're gonna wanna do something for the boss so he knows you're grateful. Got it?"
My campaign is based out of Nar Shadaa. But it works for my group for a few reasons. Mainly, my group and I have had many discussion of expectations. The "murder hobo" game is not a game we want to play. It also helps that they're working for a a guy ( a human who is posing as a hutt) that's actually a good guy for being a crime boss. He's secretly aiding the rebellion and will not tolerate the tomfoolery that those kinds of groups tend to get themselves into.
Obligation is key. They have a lot of it? Drown them in it for poorly planned actions and outright defiance if they ever find out who done it. After all, they might see the party's bullish approach useful and favours is what keeps the downtrodden in check. That and when the party finds they suddenly can't spend xp and find they can't go a day without their door being kicked in? That's when the reality of an shadar life sinks in.
That being said, my character recently carried out a effectively one party member heist on kaltho to steal the jewel of having for a third time! Got into a huts vault whilst supporting a local rival. He managed to pull this off for three reasons.
1) he had a firm plan that he kept to, and obscured his identity. The ships and some members from another clan were basically used as scape goats to divert attention away from the main theif.
2) he actually went out and found a rival who was interested. He saught out die the great, a hut with an immense grudge against kaltho and had the support of a small squad of thugs.
3) he is aware of the gigantic risks he's taking, and that the heist was the easy part, avoiding the hutt linking the raid to him is going to be the hard part. Otherwise, as we joked, he would probably need his own obligation tracker!
The risks are real, but being smart about your raids can pay off.
Edited by LordBritishI've always believed that Nar Shaddaa was policed by the Hutts acting through some form of sector law enforcement. Different sectors are often in the pocket of different Hutt clans, and different Hutts within those clans.
If your players are messing around in another Hutt's sector, they can't expect protection from the Hutt they're working for. Are they really that valuable of an asset that their boss would stick his almost-nonexistent neck out for them? What if he got a call from his boss because his boss's friend in another kajidic is upset that his minions are screwing with his operations? I would say that Hutt was likely to leave the group twisting in the wind to please his superiors.
If they decide to limit their mayhem to the Hutt's sector, that'll probably go over even worse. It isn't worth keeping a crew around if they're just going to make your life and the lives of those who ostensibly live under your protection miserable. Why put up with it when you can always hire another crew? Maybe that other crew's first job is to put a stop to the previous crew -- the players.
If all this happens and the players decide the best course of action is revenge, they'll be up against a unified Hutt front. Pushing it too far will end with them run off Nar Shaddaa at least, if not entirely out of Hutt space. And yes, depending on how egregious their actions, they could easily end up with a bounty or even a death mark on their heads.
Can you lead them with a carrot rather than a stick? I think XP is a great reward for desirable behavior, and I would use Obligation for their negative behavior - since characters shouldn't incur it without agreeing to it, it is easy enough to say something right before they go nut. For example:
MurderHobo: "I take out my vibro axe and cut down that Hutt lieutenant for talking back to me."
GM: "Okay, but before you do that, your character would know this would incur a bounty from Turdo the Hutt for killing his man. Further, Your boss is allies with Turdo, so there might be further complications. I'll call that a 10-point Obligation."
Murderhobo: "Nevermind."
As you yourself and others have stated, I think this is the most feasible mechanic to accomplish your desired results. Clearly they like to fight so making sure that happens is important, but it doesn't have to be the solution to every encounter.