Murder Hobos Problem


Homebrew and House Rules

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I doubt you are doing anything wrong as GM. The biggest appeal of RPGs is that you don't have real world constraints. You can literally do anything! As a result it's only natural to see a little craziness from time to time.

It might be a good idea to run a short murderhobo campaign so your players get that out of their system before you try to run something more sophisticated. Perhaps run a reverse dungeon where they are the monsters trying to keep the heroes out?


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Lord_Rachen wrote:
Jader7777 wrote:
Some players might murder because you the GM telegraph everything as a combat encounter. Do you give players clear non-combat situations that won't trigger their hoboism?

I dont think im doing that.

For example they wanted to go vist a shop keeper to go buy some stuff. In the flavor text for the shop keeper he had an old hat that has been in his family for generations. So the occultist says to his companion hey I want that hat go kill that shop keeper...the chemyst chimes in and gives the fighter a potion to disguise himself as the sheriff...fighter goes in and murders the shop keeper...

I just gave them some flavor text of an old man wearing a larger leather hat and who told the PCs that the hat isnt for sale since it has been in his family for generations.

are these guys 13 or something? Geez.

Ok, time to end, talk and restart.


DrDeth wrote:
Ok, time to end, talk and restart.

Yeah that campaign is clearly done.

Time to shelve it.


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Lord_Rachen wrote:
Jader7777 wrote:
Some players might murder because you the GM telegraph everything as a combat encounter. Do you give players clear non-combat situations that won't trigger their hoboism?

I dont think im doing that.

For example they wanted to go vist a shop keeper to go buy some stuff. In the flavor text for the shop keeper he had an old hat that has been in his family for generations. So the occultist says to his companion hey I want that hat go kill that shop keeper...the chemyst chimes in and gives the fighter a potion to disguise himself as the sheriff...fighter goes in and murders the shop keeper...

I just gave them some flavor text of an old man wearing a larger leather hat and who told the PCs that the hat isnt for sale since it has been in his family for generations.

I've seen many players act like that. They are immature players (regardless of their age, the most immature player that I've known was 36) who want to always get their way.

They want something they should not have and they want it because they should not have it.
If they get it they win. They've gotten their way and they feel that they are scoring a point against the GM.
If GM gives them a fight to avoid them getting what they want they win again because they get attention and they steal the spotlight from other players.
They want to put GM in a non win situation.
The solution is not easy. I found the best solution to be just let them do what they want (kill a peasant, rob a merchant, etc.) without giving them a lot of attention, no dice rolls,just a simple description (you stab the man. he looks dead). Then make them be aprehended by local authorities without giving them a fair fight. The key is that you shouldn't emphasize it a lot. Make it quick and unrewarding. Take them out of the game for a while as they are in jail. Make sure the other players don't leave everything to save them, be it because they don't see any success chance or because they are involved in more important things. Eventually they'll get tired of being left behind and not getting the attention they want.


There really is nothing inherently wrong with a senseless violence game, might I suggest Paranoia, fun for all.

Too much work goes into a homebrew Pathfinder game to waste it on random stupidity. Canned games fall apart in the face of the senseless play as well. Everyone should get some reward for the effort they put in, especially the GM.

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