Last session, while they were supposed to be negotiating a reward with rather belligerent Hutt, one of my PCs got annoyed and started yelling back at the Hutt. The Hutt had his Gamorean guards restrain that character. When this happened, another one of my PCs decided to pull a blaster on the Gamoreans. My initial instinct was to have the Gamorean guards butcher the party as pulling a gun in the presence of a Hutt, who is surrounded by his entire house guard is a suicidal level of dumb Problem is that this was towards the end of the session; my players were tired, I was tired, everyone was tired (well except for the guy who thought it was a good idea to pull a blaster). I didn't have the energy for another combat, I had expected to be wrapping the session up here and to set the party up with their next lead on a job, I was not expecting hostile player actions at this point. I know that I should have just wrapped up the session on a "cliff-hanger" type moment once the blaster was pulled, but like I said, I was tired and not expecting in the slightest to have to deal with hostile player actions. Instead of wrapping it up I rolled initiative and instantly regretted it. Thankfully, the parties' face PC rolled well and tried to diffuse the situation. I let him. After he managed to negotiate a very uneasy truce, that involved confiscating some much loved weapons, and some apologies to the Hutt, I called the session.
I am very unhappy with how this went. I wish I had called the session when the blaster was drawn and started the next session with that combat. The combat would have been pretty **** hard; 12 or so Gamoreans most of whom would have been able to engage with their vibro-axes within one turn. I would have focused on the PC who drew the gun and ignored PCs who were attempting to diffuse, escape or surrender. PC would be knocked out (at the very least) and the rest of the party would never be rude to a Hutt ever again.
Instead, I feel like I have let them off easy and that this player (who is prone to dumb murder hobo behaviour; pulling guns on Hutts inside their palaces, stopping in the middle of a chase to loot bodies, trying to pick fights with NPCs cos he wants their weapons for himself, etc.). I have spoken to this player about his murder hobo tendencies and I think that aspect is resolved, but I still feel like his character needs some more in game repercussions for what was a really dumb move. I have been toying with the following idea; Seen as this particular PC is a droid, he frequently gets told in cantinas that "we don't serve your kind in here!" and has to wait outside with the other PC droid. This will inevitably happen next session. When it does, I was going to have the droids jumped by Gamoreans who want to get on their boss' good side. Seen as neither of these PCs are good at hand-to-hand, the Gamoreans will more than likely win. The murder-hobo droid will be taken back to the Hutt as a "gift" and the other droid PC will be thrown in the trash near by, to be found and repaired by the party. The captured droid will be out of commission for the session. I will have an NPC ally who will be there just in time for that player to control him, but if they want that PC back they will have to track him down and get him back from the Hutt.
I know there are obvious problems with this, mainly forcing a player to play an NPC instead of his own character, among other things. My main goal is to reinforce the idea of choice and consequence in my game world, something which I very much like to have. After that last session, I feel like I made the consequences a little too easy and it has made me feel like the world is inconsistent. I want to restore balance. Any suggestions/feedback/ideas I can steal?