Sister Cat said:
Boo Yaahhh! That's what I'm looking for in GM control!
However, in my newbie-GM case, I don't want to completely alienate my players, since my choices of players are limited. And - they are full-tilt "power-gamers", "give us our loot" mercenaries/thugs. So, if I want to keep both my players and myself entertained, I will have to come up with a practical medium. I am open to any practical ideas.
Cheers.
I've learned that the cure for full-tilt power gamers with a nose for lewtz, is through attrition. But not by starving them of loot and xp, but simply handing out way too much of it.
Want a lascannon? Go ahead, it's yours. Power Armour? Sure, take it. 5000 XP for just killing a mook? Fine.
Hand it all out in a "mock-campaign" and hand it out way too fast. Sooner or later, even the worst power gamer will come to realize that it isn't very fun to get the all powerful loot or character advancements as fast as possible. When they start to show disintrest, ask them: "Why did you get bored?"
Some of them will probably already know why, but som might not. Tell those that don't know that the reason the game quickly became boring is because of the players acting too greedy. They forgot about the enjoyment of the struggle and the interesting aspects of the drama that comes from roleplaying, and for what? Getting make-believe weapons and "fake experience" to write on their character sheets?
Being able to slaughter greater daemons and super heavy tanks without breaking a sweat might be fun for a few seconds. But when you do it all the time, and are expected to do it all the time, it will feel hollow. The victories, achievements and hoards of loot just won't be as satisfying anymore.
So a tip would be stageing a mock-campaign, where you are way too generous with xp and loot. There's a chance that the players will learn the error of their ways. The plasma gun is only an attractive piece of loot as long as you don't have it. Once you have ten or twenty plasma guns, they lose their sparkle in some way.