Hatorade
A nice asshole.
I get the joke but as a GM Murder Hobos are usually the worst players.
I get the joke but as a GM Murder Hobos are usually the worst players.
The folks I played with back in the day would be shocked to learn there was any class besides Murder-Hobo. They were the types that, if they were on a rescue mission to a dungeon, they would finish the rescue then slit the throat of the guy they had just rescued in case he had any loot. Then go back to town and kill his family just in case they had loot too.
Me as DM:
Yeah, sounds like your former players played evil alignments. I'm ok with running evil campaigns, but I've found players rarely survive long if the campaign is run right. Few players are actually cunning and ruthless enough to survive a legitimately evil campaign. Those campaigns usually turn out way more difficult than "good" campaigns.
Last evil campaign I ran, the players managed to work their way into one of the bigger organized crime syndicates in the city. The syndicate tested their loyalty pretty quickly and they failed (without realizing it), so all but one of them ended up getting offed.
I knew your answer was going to be nothing, I don't agree though (granted I think in Neutral Good generally). I think preempting the attack by going to slaughter them first is a viable option. If I lose too many men it might leave me vulnerable, so I'd like to lose less men.
yeah, honestly, the more i think about it, the more "nothing" becomes a worse and worse answer. chaotic evil does not mean chaotic stupid
Anyone want to toss out some idea's to help me a future chapter in my game? Here is what I know, there is a tower that is probably a bank, but I've also thought about making it a casino, or it could be something else. This tower stands in the middle of a large city, so it's not a dungeon or anything. Someone with a powerful artifact has broken into it and is making their way to the top floor to open a vault and claim treasure. The civilians have mostly fled, the militia and crowd surround the building. The Pc's are tasked with stopping the thief and collecting the artifact.
Now, the big thing is the theme of the artifact, the PC's are collecting these and destroying them, this particular one is based on the school of enchantment. So, I'm thinking the PC's will find people laughing hysterically, wandering around with minds wiped, and probably fight some charmed guards and the like. The top of the tower boss fight will have the theif using these same tricks on the Pc's.
That's basically all I have right now, just a vague idea for where the next part of this story is going. I would love some suggestions!
And as a helpful side note, my PC's rarely get in much combat, they are far more likely to talk to anything that will talk back, so RP stuff is probably more useful that straight up combat, unless its just unavoidable combat, which is also fine.
Anyone want to toss out some idea's to help me a future chapter in my game? Here is what I know, there is a tower that is probably a bank, but I've also thought about making it a casino, or it could be something else. This tower stands in the middle of a large city, so it's not a dungeon or anything. Someone with a powerful artifact has broken into it and is making their way to the top floor to open a vault and claim treasure. The civilians have mostly fled, the militia and crowd surround the building. The Pc's are tasked with stopping the thief and collecting the artifact.
Now, the big thing is the theme of the artifact, the PC's are collecting these and destroying them, this particular one is based on the school of enchantment. So, I'm thinking the PC's will find people laughing hysterically, wandering around with minds wiped, and probably fight some charmed guards and the like. The top of the tower boss fight will have the theif using these same tricks on the Pc's.
That's basically all I have right now, just a vague idea for where the next part of this story is going. I would love some suggestions!
And as a helpful side note, my PC's rarely get in much combat, they are far more likely to talk to anything that will talk back, so RP stuff is probably more useful that straight up combat, unless its just unavoidable combat, which is also fine.
All this talk of evil PC's reminds me of a campaign log I read from GiTP. It can work and it can work really well if the group is willing to put in the effort. Heres the campaign log if anyone is willing to read it.
Cattle Driving Necromancers-Bizarre Campaign Journal
Also I've played 3.5 edition D&D as well as 5th edition. Our DM had been running the same world for about 25 years before he sadly passed away. He let us absolutely decimate one of our chapter finale dungeons to let us feel OP as we were lvl 21 to 24 fighting lvl 15 to 17 kobold spec ops. With occasional high lvl fights that would challenge us tooth and nail. Theres nothing wrong with throwing tons of lower level mobs at your PC's for them to mow through easily to make them feel powerful. It's all about the fun they have and your ability to tell a story. Just roll with it. If they make stupid decisions then have them understand there will be consequences. It's what happened to one of our PCs and he was a power hungry maniac willing to go to a new source of power at the drop of a hat. He ended up so depowered by the end of the first chapter and no allies he had to reroll. Granted his new character started off just like his old one but meh. It's funny because my guy just wanted to help everyone and never asked for rewards but got showered with epic spells and items and a ton of ultra instinct level allies. It was a fun game but one we sadly never got to finish.