Need DM advice on player styles


Advice


I have a few problems showing up in my campaign and I would appreciate some advice. This may be a little long, but hopefully it is understandable. I would also like some advice on if these problems should be handled in character or out of character.

We have seven players (a whole different problem, not the subject of this question) of different ages and experience levels. The character include a demon bloodline human sorcerer, a half-elven ranger, an elven rogue, a dwarven fighter, a half-orc wizard, a half-elven cleric of iomadae, and a human cleric of cayden cailean. The campaign started with just the sorcerer and cleric of iomadae and we have added the other five over the course of about two months. We are playing the Council of Thieves AP, and this is most everyone's first experience with Pathfinder, though they have played D&D 3.5 before. We just completed the Bastards of Erebus and these events took place during the final showdown with the bastards themselves. I will try not to post too many spoilers, but some of the questions may include information of a spoilerish nature.

The elven rogue is blatantly stealing from the party. In the leader's room the PCs found some chests and the rogue happened to be the first one too open them. He decided to try to pocket some of the gems and coin instead and only shared the larger treasure that would have been difficult to hide. Since he stated this at the table in front of the entire party, they all know out of character and are trying to screw him over in response. In addition, one of the characters did spot his actions and confronted him, but he hasn't fessed up to it. Finally, the characters will know that its fishy that the chests were so empty, so it seems like his theft is too obvious. In character he has not RPed his this level of greediness and I find it frustrating that rogue=theif. And a bad one at that.

Since the PCs were supposed to be defeating a group of thieves and bandits, I think the NPC that sent them on the quest will take the rogue aside and talk to him about the situation, if I do it in character. He won't accuse the rogue, but will state that he thinks its strange that the thieves stole so many gems and jewelry and none of it was recovered. He will also say that he had hoped they were going to be able to return some of it and build some good will. If deal with it out of character, I probably will just tell him that he is pissing everyone off, though I might try to be more diplomatic about it. Any advice for which route to take, and if it is in character, any advice for what the NPC says?

The second problem is that the elven rogue and dwarven fighter are on the fast track from NG to CE and don't admit it, and dragging both clerics with them. During one battle the PCs had defeated a number of teiflings, but were still fighting the boss. I have decided to play NPCs/monsters the same way as PCs, and still allow them to not die until – Con score. The cleric used his positive energy to heal the party, and woke up one of the tieflings. Before the tiefling had a chance to respond, he was slaughtered. Fine, no problem. But then the rogue (supported by the dwarf, though he was otherwise occupied) methodically slaughtered the rest of the tieflings so they couldn't get healed. Ok, it was battle and they needed to be able to use healing. I can understand it. In a separate, later battle, the PCs had defeated all of the tieflings and were trying to make plans for the rest of the area. The clerics were out of healing spells and only had the surges available. To expedite the healing, the dwarf slaughtered the teiflings so that they wouldn't be healed by the cleric. He also justified the deaths as preventing the tieflings from doing any more evil. This was after the party had defeated the leader and knew that they had accomplished their immediate goal. The dwarf did allow two tieflings to live, but chopped off the hand of one as punishment for stealing. An NPC advised him not to chop off all their hands, as it would probably just encourage retribution or make enemies. The cleric of Iomadae did “object,” but it was half-hearted and he said he didn't want to slow things down with an argument. The cleric of Cayden actively participated with the dwarf.

I don't have a problem with the PCs being evil, or with them killing the creatures they face. I do have issues with them trying to pass off this style of slaughter as a good action, and it doesn't jive with the two good clerics' ideals. I am thinking of a series of one-on-one encounters for most of the party to deal with this in-character.

The dwarf will be taken aside by an NPC benefactor and told that while defeating the bad guys is good, and killing may be necessary, it looks bad if too many mutilated corpses start showing up. I will also probably talk to him OOC and explain that those actions are at best neutral, if not out-right evil. Once they are out of the battle and no longer a threat, you lose the moral high ground.

The cleric of Iomadae will probably have a dream of a battle or fight, in which one figure chose to do the “Right Thing” instead of the easy thing. Possibly saving children instead of taking a shot at the BBEG, or accepting surrender/redemption when you know its not entirely honest. Something like that. Hopefully encourage him to stand up to it next time. I may also OOC tell him not to worry about slowing things down if it has to do with his character.

The cleric of Cayden Cailean is apprenticed to a tavernkeeper and helps out at the bar, so he may have an encounter with a random traveler that happens to be a messenger from his god. I'm not sure how exactly the messenger would tell him to change his behavior. I don't want it to be too obvious, but I want it to be applicable.

The demon-blooded sorcerer's player wasn't present so I don't know how he will actually act for it, but I will probably have him meet “himself.” As a dream he may have a conversation with the “demon” inside of him that gloats or encourages him towards the slaughter of defeated foes. Essentially use the “demon” as “what it thinks is good must be bad.”

I don't know how to handle the rogue. He's already getting talked to about the treasure, so I'm not sure I want to do it again. I may just deal with the others and hope they encourage him towards other actions.

The AP builds the PCs up to be heroes and helping inspire change.

There is a whole bunch of information, hopefully you can find some advice that can help me out.

Thank you for your time and consideration.

Dark Archive

Pathfinder Roleplaying Game Superscriber

Well some observations.

The rogue, if his concept is a thief then that's not a problem. I wouldn't get involved and let things play out IC. I am not even sure I would involve the NPC, unless they NPC would know there should be more. Then I would have the NPC bring it up to the whole group. having him just talk to the rogue makes it look like the NPC knows the rogue did it, which is bad. Though i would talk to the player about it OOC. Point out to him that while his character is free to do that, the other players are free to kick him out of the group IC, if/when they catch him doing it. At which time he will need to make a new PC and it would count as if he died aka start off lower level or with less stuff. (or how ever you handle deaths)

I wouldn't make to big of a deal of it, just make sure he understands there is IC risk to what he is doing. Point out OOC that the game is meant to be fun for all and if he keeps stealing from the rest it can infringe on their fun.

As for the other, I wasn't there so it is hard to know. Nor do I know the alignments of the PC's but I agree killing helpless people is evil typical. Though if they had no way of turning them over to authorities then it is more understandable. Sending a dream vision from their gods to the clerics if you think the gods would disapprove would be best for them. As for the dwarf, I think I would just OOC. Point out to him that his actions are leaning towards evil in your view. Don't try to influence him away from it. Just casually let him know, so he understands.

With what you have said that is the best advice I can give.


It sounds like there are a number of issues. Talking out of character with some of the people might be the easiest way to go.

For example, finishing off downed bad guys could be an overreaction to the teifling getting up. Sometimes PCs get freaked out at odd things and want to make sure that defeated enemies stay defeated. The dwarf might think that he's preventing a 20th level sorc from fighting them later.

Similarly, the rogue might have just read Dragonlance or similar, where the thief always pockets a little extra for themselves. Since this is causing OOC issues, I'd talk to him about it OOC. He might just want to play a greedy character, in which case, trying to redeem him in character might be what he wants to do. He might not realize that it's annoying, or that he did it poorly, in which case, he'd tone it down because as a player he didn't realize he overstepped. He might not care or just wants to see how much he can get away with, in which case, I'd suggest asking him to leave the game. (It's large enough and someone intentionally being antagonistic is not needed.)

It's also very clear that the players do not have the same idea of "Neutral Good" as you do. Stealing from one's own party is an evil act. Killing a helpless person is usually an evil act. (There are exceptions, especially during a battle. And arguments for why you'd make sure the people bleeding to death actually die.) There is no right or wrong way to rule this, but it is important that you and your players be on the same page, and clearly, you are not. I'd suggest doing this outside of game, so that if feelings get jostled they can calm down. I wish I had more suggestions for how to talk about it, but the main one is to not be confrontational.


Personally I have no problem with a thief character in a party, with the understanding he does not push it to the point of annoying the other players, pocketing a few extra coins is alright. Especially if he intends to use the cash for the good of the party, instead of being just plain selfish. Using it to gather information, bribing some officials or getting some resources he is convinced the party will need, but dont want to invest in or maybe just uses it to buy all of them an extra beer and a good bed are all fair uses.

If you think the clerics do not try hard enough, send them a subtle omen, maybe the holy symbol of the cleric is cracked and resists divine spells to mend it. In the case of the cleric of Cayden he might discover all the wine he drinks seems to be spoiled, it is a little more subtle than the dream vision which is so common it will feel a bit too much like "DM is watching you".

If you want to run a hero campaign sprinkle some extra reward around for hero-like behaviour. A good aligned magical item, or a banner giving the equivalent to a bless spell for good aligned characters whenever it is within sight/range in which case any evil/questionable act might negate the bonus for that battle.

I would just briefly mention it to the rogue really, just tell him not to disrupt the fun of the other players, most people will understand, maybe he is just frustrated with how the party divided loot in the past.


Fergie here.

I see two issues here:
1) The nature of party co-operation. Is the group just a bunch of people forced to adventure by circumstances, or a tight unit of comrades. The first option allows for a greater variety of roleplay options, but can result in broken friendships if everyone is not on the same page. Considering that you are in a large group of players with different experience levels, I would tell everyone straight up that intra-party conflict is unacceptable. The wizard can't charm other PC's, the fighter can't whack them with his sword, and the rogue can't rob them. Any of these actions will result in the character becomes an instant NPC. In the future you can play another type of campaign, with rules and expectations discussed and agreed upon by all.

2) The nature of alignment. In "the real word" morals and ethics are highly subjective and subject to change. Pure Goodness and Pure Evil don't really exist in the way they are depicted in Pathfinder. Everyone is born capable of good, evil, and eveything inbetween. Someone could start life commiting evil acts, relize the error of their ways, and become a good person, and even the definition of what is good and evil can change quickly. In the game, things are much more divided. There are whole races and planes of existance that are Good and Evil. Which god is evil isn't a matter of perspective, they are proudly and completely evil. Now, I don't know the specifics of the campaign, but in most circumstances teifling bandits are Evil by birth, choice, and actions. There is almost nothing that can change that, especially a little time in jail. So why is it wrong to kill these creatures of evil in a sword fight, or execute them with a coup de grace? I think the only thing that would push the characters alignment toward evil would be if they lied to the bandits, then went back on their word and killed them. Some enemies have the potential of redemption, but many, (most?) are far beyond saving.


First off, some additional background. We have only been playing 5 sessions, and that was only the sorcerer and the cleric of iomadae. The rogue joined the 3rd session, the cleric of cayden, the ranger, and the dwarf joined the 4th session, and the wizard joined at the end of the 5th session. The players are a wide mix of people that I met online, so we are all getting used to each other.

In regards to the rogue. So far he has not made his character anything. He hasn't been playing a thief, he's just been playing a piece of paper and some dice. If he wants to play a thief and thats the direction he takes it, I'll have no problem with his choice and if he's showing how he's helping the party it will probably go over well at the table The problem was that he was so blatantly obvious at the table, that everyone knows OOC and it annoyed them. The NPC was in the room and saw him open the chest, so it wouldn't be a leap to assume that if something should have been in the chest he pocketed it. I guess I'll see what he says OOC.

From what I have read in the Bestiary and the AP, tieflings are not inherently evil. They may have an easier time being evil, but all things being equal (which they usually aren't) they have the same alignment tendencies as the player character races. I guess I see good as “sometimes you have to make the harder choice, because its the right thing to do.” If, in combat, you kill someone then the fine, you were protecting yourself. That is assuming the reason for the combat is good. Investigating tiefling bandits and they attack you, combat okay. Not having enough gold to pay for a magic item so trying to steal it, combat not okay. The first is a relatively good act, while the second is a selfish act and therefore evil. The tieflings were already defeated, both the individual tieflings and as a group. The leader was dead, their hide-out discovered, and their stuff taken. I guess I figure, once they are on the ground they are persona non grada. Same reason I won't goup de grace PCs or use death knell. In my mind, the tieflings were dead. Even after the healing surges stabilized them, I figured leaving their unconscious bodies in the area they were would draw some other predators. To me, the idea that after battle the dwarf calmly walked among them slitting their throats seems a little evil. I think if I talk to the dwarf's player he ooc, the the other players will also follow suit.


Hi Corey,

I can see what sort of game you want to play. The good-guys are good-guys and (usually) act accordingly. That's fair enough. That's the sort of game I prefer as player and DM.

You need to get your players to think about the sort of game they want - and come to a compromise if that's necessary.

I suggest you speak to all of your players as a group with the attitude that they are not doing anything wrong, but are they sure this is the sort of game they all want to play? Do they want to have the sort of game where PCs steal from each other? Do they want to have the sort of game where PCs make decisions based on expediency rather than what is "right"?

Leaving aside alignment considerations for a moment - what sort of game do you ALL want to play and can you reach an agreement about that?

If your rogue/thief has a character driven story-arc is mind for his PC which explains his stealing, and if you and the rest of your players are happy to indulge that then fine. Likewise for your other dilemmas.

I suggest you develop an idea of what you are all hoping to get from the game character-wise, and outline a simple social contract based on that so that everyone is on more-or-less the same page, before you start looking at IC consequences and warnings :-)

Silver Crusade

I'm not sure I agree with your method of "calling out" your players' actions.

By imposing your morality on the game, you're force-feeding the players a doctrine of "here's how I want the game to be played cause I'm the DM." Rather than confront them with the "evil" and error of their ways, sit back and analyze their actions.

Rogue: he ripped the party off in-character, and your players will resolve this if it continues. Maybe he is playing a thief. In early editions, thieves gained bonus XP for grabbing more loot. Why does your NPC care so much about the loot (or you)? Rather than confront the stealer, maybe your NPC brings his concerns to the rest of the party, and they will take, or not take, action as they see fit. In this case, let your players resolve the matter.

Dwarf: First, this is partially your house-rule fault by allowing mundane enemies to go "down and dying" so that your enemies are still a threat even when knocked out because your cleric might revive them whlie trying to save the party's butts. If the foes had surrendered and were executed, might be a different matter, but that's not the case.

Second, you're forcing YOUR morality on a fine-line issue. It's ok to brutally slaughter your enemy in battle if you happen to crit enough to drop them below the negative CON score, but not to coup de grace them? We're talking a fantasy realm, a world of conflict, and self-imposed justice like cutting the hand off a thief isn't uncommon.

I'd do away with your house-rule. I'd also avoid having "dreams" or mystery NPCs lecture your party on how they should play their characters. If you persist, you'll have players handing you their character sheets and telling you to play the character since obviously they're doing it wrongly.

On the sunny side of things, when the party does something heroic, reward them with the praise of the people. Have them see some kids pretending to be one of the heroes, re-enacting some great scene. Let the local patrons at the bar ask about their story and buy them a round when they like what they hear.


M P 433 wrote:


Partially your house-rule fault by allowing mundane enemies to go "down and dying" so that your enemies are still a threat even when knocked out because your cleric might revive them whlie trying to save the party's butts. If the foes had surrendered and were executed, might be a different matter, but that's not the case.

Sorry for the Derail

This is a house rule? where in the books does it say once an enemy is droped below 1 they cant be healed and get back up, Cause if we have been misplaying this I want to fix it.


Corey Vinnedge wrote:

The elven rogue is blatantly stealing from the party. In the leader's room the PCs found some chests and the rogue happened to be the first one too open them. He decided to try to pocket some of the gems and coin instead and only shared the larger treasure that would have been difficult to hide. Since he stated this at the table in front of the entire party, they all know out of character and are trying to screw him over in response. In addition, one of the characters did spot his actions and confronted him, but he hasn't fessed up to it. Finally, the characters will know that its fishy that the chests were so empty, so it seems like his theft is too obvious. In character he has not RPed his this level of greediness and I find it frustrating that rogue=theif. And a bad one at that.

Since the PCs were supposed to be defeating a group of thieves and bandits, I think the NPC that sent them on the quest will take the rogue aside and talk to him about the situation, if I do it in character. He won't accuse the rogue, but will state that he thinks its strange that the thieves stole so many gems and jewelry and none of it was recovered. He will also say that he had hoped they were going to be able to return some of it and build some good will. If deal with it out of character, I probably will just tell him that he is pissing everyone off, though I might try to be more diplomatic about it. Any advice for which route to take, and if it is in character, any advice for what the NPC says?

If the other players are visibly annoyed at the rogue, I would talk to the player out of character. No one should infringe on other players enjoyment of the game just because they want to be a 'theif'. Using your characters abilities against the party is a big issue for me. I would label this akin to the party fighter stepping aside and allowing bad guys to walk right up to the wizard and smack him, or the party wizard refusing to buff a specific player. A certain measure of cooperation should be expected in a rpg, and the distribution of wealth can be a touchy one, so I always recommend Out of Character solutions to how it should be handled.

Quote:

The second problem is that the elven rogue and dwarven fighter are on the fast track from NG to CE and don't admit it, and dragging both clerics with them. During one battle the PCs had defeated a number of teiflings, but were still fighting the boss. I have decided to play NPCs/monsters the same way as PCs, and still allow them to not die until – Con score. The cleric used his positive energy to heal the party, and woke up one of the tieflings. Before the tiefling had a chance to respond, he was slaughtered. Fine, no problem. But then the rogue (supported by the dwarf, though he was otherwise occupied) methodically slaughtered the rest of the tieflings so they couldn't get healed. Ok, it was battle and they needed to be able to use healing. I can understand it. In a separate, later battle, the PCs had defeated all of the tieflings and were trying to make plans for the rest of the area. The clerics were out of healing spells and only had the surges available. To expedite the healing, the dwarf slaughtered the teiflings so that they wouldn't be healed by the cleric. He also justified the deaths as preventing the tieflings from doing any more evil. This was after the party had defeated the leader and knew that they had accomplished their immediate goal. The dwarf did allow two tieflings to live, but chopped off the hand of one as punishment for stealing. An NPC advised him not to chop off all their hands, as it would probably just encourage retribution or make enemies. The cleric of Iomadae did “object,” but it was half-hearted and he said he didn't want to slow things down with an argument. The cleric of Cayden actively participated with the dwarf.

The only kind of character this might be an issue with is a paladin, or the cleric of iomede. I think you are trying to impose your own moral compass on the players. Slaying fallen enemies may be a touchy subject, but i dont think partys should always have to choose between 'let them go' or 'take them prisoner'. Its just not practical. And I as a player have seen alot of times where letting an enemy go come back to haunt the party (sometimes literally). So often if a enemy is alive but down, i will finish them unless there is a relatively convenient way to take them into custody (such as cooperative town guard in an urban setting). Your players dont have this option, so leaving enemies behind always means leaving potential dangers behind.

Quote:

I don't have a problem with the PCs being evil, or with them killing the creatures they face. I do have issues with them trying to pass off this style of slaughter as a good action, and it doesn't jive with the two good clerics' ideals. I am thinking of a series of one-on-one encounters for most of the party to deal with this in-character.

Are you sure it doesnt jive with their ideals? Or is it that it doesnt jive with what you believe their ideals should be?

Silver Crusade

Joey Virtue wrote:


Sorry for the Derail
This is a house rule? where in the books does it say once an enemy is droped below 1 they cant be healed and get back up, Cause if we have been misplaying this I want to fix it.

The rules back up your style but are contradicted by the spirit of older editions. In 1st/2nd edition, when one hit "0" health they were dead. This led to the "stabilization" rule for players only since players were biting the bullet often without it. A "hero" was supposed to be able to hang on, cling to life against impossible odds.

However, the way Pathfinder and 3rd edition are written, it would appear one must make stabilization checks for each and every enemy, tracking negative hit points for each, an extreme chore that defeats the entire reason the stabilization rule was created: to save the player character.

There was a brief discussion about this on another thread:

Death and Dying for Monsters.

So, admittedly, it's more of a house-rule from my old-school perspective, but from RAW, it's to be played as you've been doing it. I'm just not keen on keeping track of 20 goblins' stabilization chances and thus only apply the rule to BBEGs with character levels.

Still, I'd do away with it, if only to avoid having my players end each fight with "I go around and slit everyone's throat to make sure they're dead."


Pretty much what Kolokotroni said.

1.) The player of your rogue is being a douchebag. Talk to him, out of character, about making the game less fun for other players.

2.) There are pages and pages and pages of "WHAT IS GOOD/EVIL" on these boards, and more pages and pages and pages this discussion elsewhere.

I would posit, frankly, that the REASON monsters die at 0 HP is to un-burden people who interpret good a certain way from having to carry a big train of prisoners through every dungeon that they go through.

I suggest that you simply allow them to make their own decisions, and see the consequences of their actions? If they mutilate people regularly, let it get out eventually; people start to become suspicious of them, certain orders of knights won't work with them, etc.

-Cross

Scarab Sages

Much of the alignment issue has been caused because the OP said he decided to treat NPCs/monsters like PCs and use the -CON rule. I understand that some people think it is "fair" to treat PCs and NPC the same but NPC adversaries are put into the game by the GM to be defeated anyway so dead bad guys don't break the game. However, unconscious bad guys have forced the PCs to make difficult choices.

If the enemies had died rather than been unconscious then the clerics would have been able to channel without fear of reviving enemies. And the party wouldn't have been put into a situation where they may not be able to get healing unless they slit the throat of every bad guy during a battle.

And then there's the problem of what to do with unconscious bad guys after a fight is done. Not a big deal if you're close to a town but what if you're three weeks out of town in the third level of the hidden underground temple? Tying the bad guys up and leaving them to starve to death is almost worse than just killing them but at the same time the party can't drag tied up enemies everywhere they go until they get to town.

My suggestion is to just off the bad guys at 0 hit points and be done with them... they were meant to be defeated anyway. If the party wants to keep someone alive they can use the subdual rules and deal with the consequences. Otherwise, this problem with killing unconscious bad guys will come up a lot (possibly every fight).

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