Hey all, so I just started my first GMing game of this and it went well and 3 out of 4 of my characters ended up with interesting and decently thought out Obligations to start with. However, the last player opted to play a Droid Assassin, which is fine, and then rolled the random obligation of Addiction. I actually thought this was a potentially great obligation because a Droid addicted to anything is just an out of the box, potentially funny and interesting obligation. This player decided his addiction was going to be "killing" which does fit in line with his character's career but he refuses to put any thought into it. He literally just wants to start fights constantly and kill NPCs that show the slightest hint of not being completely on their side. This was the first game and because I did the Beginner adventure with my own spin on it, it was easy enough to keep him in character and satisfied (he killed a few Gamorreans and Tie Fighters at the end) but the next part of the adventure, which I'm using "Beyond the Rim" for puts them on The Wheel space station and has a strict no violence policy.
Between the time the characters will spend in Hyperspace and being on The Wheel and then back in Hyperspace for a few days before landing on the next planet, it's going to be about a good week of game time. My question is, at what point should this addiction to killing and not being able to do so start to take effect and how would you guys manifest that? Obviously putting some Strain on him is the easy way and I'm good with that but I do want to make it more interesting sometimes. Also, any ideas how to coax him into not wanting to just murder everything and basically play his character like it's stepped out of Call of Duty? The other 3 players are doing great and playing their roles and I have no problem with someone playing an Assassin, it's just that this particular player wants to just kill things.
I know the other option is to cave a little and put some sort of encounter where he can kill something on The Wheel but I want the players to really get a sense that while the universe is full of dangerous people, there are places where people don't enjoy random blaster fire erupting and that their communication and investigation skills are almost always going to yield better results in the long run over unprovoked violence.
It's hard to flesh out the world and characters when one of them doesn't seem interested in that particular aspect of Star Wars but I obviously don't want to punish him for playing a perfectly legitimate character choice.
Edited by Sevordo