On 4.4.2017 at 4:14 AM, McHydesinyourpants said: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.
IMO, problem is with the player (edit: I don't mean that the player is the problem, but that there is probably a problem with that player. Find out what is if you want to get rid of murder hoboing.). You have spoken to him. Did you get anything useful out from him? IMO important question to ask is what does that player want from game? Murder hobo tendencies may be symptom he's not getting what he wants.
If he continues with his murder hobo tendencies, I'd probably assign obligation to him. Every time he does something dumb muder hobo stuff, I'd increase the obligation, and every time he controls himself, I'd decrease it. Of course, I'd always remind the player, you get more obligation if you do this. And of course, much would depend on his characters build. Is murder hoboing related to his motivation, or obligation? If yes, then punishing him from it might not be good idea.
Or, let him loot something really valuable, with high obligation cost attached to it. If he loots the body, say: "he has this really cool McGuffin, which is also very valuable, but has 20 point obligation attached to it because everyone wants it.".
As a punishment, I'd probably just let it go and add a obligation to group or PC. IMO, angering hutt is obligation worth action. (I don't remember if group obligation is in vanilla rules, but I'm using it quite a much. For me it works as normal obligation, but it affects every PC.
And for your cantina fight, there are some good ideas in this thread. I'd just add ion weapons.
QuoteI 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?
Does the Hutt see droids as sentient beings or as equipments? If latter, he might demand the rest of the group to hand over the droid to him. Or keep the whole group responsible for droids actions.
Edited by kkujaClarification