I've started to get myself into a pickle as a GM that's been completely unintended. So let me explain:
Early on in my campaign with players new to the system I explained that the concept of "kill stuff, take its stuff, rinse, repeat" is not something that's necessary nor an outcome of this narrative dice system. After a couple of early incidents, for the last 7 months my players haven't worried about looting the bad guys for things. Well... things are starting to turn. Here's how and why...
My players are now 250+ earned XP playing almost weekly for 8 months now. So, they're going up against bigger bad guys, bad guys that have more gear, have more stuff, have better stuff, etc. Well as a result the players are now starting to ask for what the bad guys have on them when they are taken out. I'd like to get things back to how they were for all these months. Not only would I love to hear ideas and advice for encouraging players to *not* loot or at least not need to loot so that I can feel free to populate the game world with people and things, I have a specific issue I'd like advice on. I really did it the other night and have a specific problem.
I had a situation where my party, who has been an upstanding member of the Rebel Alliance and always done things on the up and up, were overseeing a 'drop' between a local smuggler and a Hutt lord. The adventure was going just fine and the drop turned into a very fun, moral dilemma for the PC's. They were shooting bad guys, etc... all is good. Until...
Well, for narrative reasons I had the Hutt lord and smuggler exchanging a million dollars in credits, designed, narratively, to be a 'retirement' score for the gangsters. Well, halfway thru the adventure, suddenly, all the players wanted was to get their hands on the money. The objectives, morals, roleplaying, all those things that were so coveted for so long by my group, suddenly were reduced to "get the money". So now when we pick things up this wee, my players are going to be trying to get their hands on money rather than trying to play. What was just supposed to be a narrative detail, the group has now taken to looting and just going after the money.
I'm not sure how to fix the specific situation of the money in the drop, and I'm not sure how to get my PC's to keep facing strong opponents and threats, yet not keep themselves in a 'looting' mindset.
Any help is greatly appreciated!