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Post by friartook on Mar 16, 2016 14:49:29 GMT
Its been a while since I posted a real thread here on the forums, but I need some general advice and/or commiseration after last night's session.
I came to a realization last night: I'm running a game for an evil party.
They lie, cheat, steal from, and/or kill everyone they meet. I placed them in a situation where they had a chance to help and rescue a bunch of students and teachers from a Jedi Academy who were in hiding. The Empire found them too, and were coming at the same time as the PCs. Instead of volunteering to help...they lied and convinced the lead Jedi that they were agents of the Rebellion, and that they were told to take only the younglings, and one specific Jedi.
The Jedi they wanted to take is the father of one of the PCs. According to his background, this father abandoned him, and he has been seeking him for revenge. He has openly stated to the group his intent to sell his father into slavery to the Hutts to pay off an old debt.
They took the children so they could more easily steal their training light sabers, and convert them to real light sabers (they have 2 crystals to attempt this with).
Their characters are the bad guys...I don't know how to deal with this. I've been trying to build a collaborative, non-adversarial RP environment at the table. I've been emphasizing that I, as the GM, am not their enemy. That I'm rooting for them.
But I'm not anymore. I want to kill their PCs. I want them to fail, because all their actions are evil. They've pissed off and double-crossed every major power group in the Galaxy; the Hutts, The Black Sun, The Empire, The Rebellion...and now they're about to betray some Jedi and rob some children.
In the midst of trying to foster a collaborative story building environment, I'm finding myself thinking very, very adversarial thoughts.
Your thoughts, opinions, advice, and/or exasperated laughter are most welcome.
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Post by dmsam on Mar 16, 2016 18:33:51 GMT
Give in to the dark side. If your players are successful in being villains, I think you should let them (especially when the whole group is doing it). If they are capable of invoking such strong emotions from you, they must be doing something right.
Keep challenging them with very real threats of double crossing, betrayals, assassinations, turf wars, long arms of the law and whatever you fancy. Make your PCs live hard and fast. That's what they want, right?
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Post by Deleted on Mar 16, 2016 18:49:58 GMT
It might be time to pause or end the campaign and start a new one, with a session 0 stating your desired tone/theme.
As is usually the case, keeping open lines of communication is your greatest asset in creating the gaming environment you want. I would tell your group using roughly the same words here about your thoughts on the direction the party is going. I would then offer them the choice to put the campaign on hold ("You guys have incurred the wrath of the entire galaxy. Time to lay low for awhile.") or end it (go down in a blaze of glory, one last big score to retire, etc). Another option may be for one of them to take the GMs seat for awhile, if any of them is up to the task.
FWIW, I sympathize deeply. I caught myself having adversarial feelings about certain evil PCs in my Adventurer's League group when I was still running it. The desire to have karma give them a swift kick in the nuts was, at times, hard to resist. I'm happy to say that resist it, I did. Not so proud to report that it's one of the reasons I stopped running the game. AL is a different beast, and I assure you my walking away had a lot more to do with other factors than it did with evil PCs, but the fact it factored into the decision at all should be telling.
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Post by friartook on Mar 16, 2016 19:05:14 GMT
Keep challenging them with very real threats of double crossing, betrayals, assassinations, turf wars, long arms of the law and whatever you fancy. Make your PCs live hard and fast. That's what they want, right? This is good advice, and I've already been doing this. There are no safe ports for them anymore. Part of what I'm trying to work through is why I'm so upset about this. I knew all along that one of my players wanted revenge against his father. I knew it was going to be climax of the campaign. We are coming up to that climax now, but I am not liking how it is unfolding. At one point, he wanted to roll a Deception against his father. I didn't have a stat block ready, as they pushed the story faster than I intended. This Jawa's player has min-maxed and optimized his character for Deception. I fully intended, from the beginning, to optimize his father in Discipline (the opposed skill to Deception in EotE), but like I said, I didn't have a stat block ready. So I had him roll the opposite dice to his Deception check. He and the other players got all mad at me. I said I fully intended all along to actively oppose him in this space of taking revenge. They argued it was "better for the story" for the deception to work. I said I absolutely disagreed. I think this is the clash that's happening. I've allowed them a lot of freedom in directing the story. Now they are chafing every time I put significant resistance in their path. And here, I think, may be why I'm getting angry: They've gotten away with so much, and they are well stocked with XP (the EotE equivalent of perhaps D&D level 12-15). I'm making sure the challenges match that level, and they're getting mad at me that everything isn't still as easy as it was when they first started. They've also managed to avoid directly facing the powerful enemies I've created to fight them. The ones with grudges against them. It feels like privilege at work. They've gotten away with so much, and directed so many aspects of the narrative, that they now chafe at any resistance on my end. This pisses me off and makes me want to resist more. I wanna crush them. My "Dammit, I'm the GM; I'm freakin' GOD!" module is kicking into overdrive. I don't want to approach the game with that attitude. It's not a good head space for a GM. I've got two goals for my next few sessions: Make the Jawa's father an emotionally triggering figure (someone the players themselves are reluctant to betray) and force their hand in facing the lovely Inquisitor I rolled up for them. I think we will be finishing out this game in a couple sessions. Its time I took back some control of the narrative.
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Post by friartook on Mar 16, 2016 19:11:40 GMT
It might be time to pause or end the campaign and start a new one, with a session 0 stating your desired tone/theme. As is usually the case, keeping open lines of communication is your greatest asset in creating the gaming environment you want. I would tell your group using roughly the same words here about your thoughts on the direction the party is going. I would then offer them the choice to put the campaign on hold ("You guys have incurred the wrath of the entire galaxy. Time to lay low for awhile.") or end it (go down in a blaze of glory, one last big score to retire, etc). Another option may be for one of them to take the GMs seat for awhile, if any of them is up to the task. We have had this conversation for sure. I am big on open lines of communication. I've told them how many enemies they've made. I've talked about how, no matter how much you min-max, I am going to place challenging enemies in front of you. We've had the "Me putting obstacles in your way is the game. Otherwise, we may as well just sit around a table and play pretend," conversation. This campaign was intended to be a quick and dirty, learn the system, level up fast campaign. On one level, I'm fine with their sociopathic tendencies, and we've talked about the next campaign being different. The piece I think I'm most frustrated with (and this convo is helping me realize this) is how much they are complaining about me putting strong resistance/challenges in their path. As to one of them GMing for a bit, I've been hinting at this for some time. I've had one or two players express some interest, but they've also expressed extreme trepidation. We'll see.
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Post by Deleted on Mar 17, 2016 5:08:43 GMT
As it is, we're only getting your side of the story. Yeah, they kinda sound like they're being babies about facing significant challenges. But what if the pressure is getting to them? What if their evasion of powerful enemies has been just a little breather in what they feel is an endurance race against the galaxy? You say they've managed to get away with a lot, but do they feel like they narrowly succeeded, or are they smug (the players, not the PCs) about it?
I'm curious how they'd react if you gave them exactly what they want, and how long it would take before they get bored, if ever. Might be interesting to do super-easy mode for awhile.
Alternatively, and as more moderate solution, noticeable peaks and valleys in difficulty might be a better approach than the linear scaling you currently use.
Lots of mights and maybes, but then, this is a complex problem and you're the only one here with a relatively complete picture of the situation.
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Post by ino on Mar 17, 2016 6:27:05 GMT
I've been feeling a bit frustrated with my group as well. I've come to realize that players come to the table for different reasons. If they're in it for the story, HOLD ONTO THAT PLAYER!!! But some players are only in it for their character's success. They may not give a damn about hooks, the setting, the party, or anything else u throw at them. They want their character to do what they want it to do. That is hard or next to impossible to fix. I find it happens a lot with evil players. If their being selfish, let them play how they wanna play, but don't waste ur time and energy trying to really work in a story and great game of they won't care. Save it for the good players.
As far as ur campaign goes, there are some interesting challenges u could throw with an evil group. Let them be bad. Send some lesser evils at them that the "hutts or empire" may have sent. Feed them a little. they have made a name for themselves and someone has directed them and other interested parties to wipe out some other threats. They could take this as a political gang war or an antihero plot, like the suicide squad. How would they react if they have found out they've done some good by accident? Then maybe they have the attention of someone good but EXTREMELY powerful that they may use but have to play ball for. After some bigger fish go after them, maybe they learn that they've also been wiping the board for a mysterious evil figure that's deeply tied to them and has been pulling strings to manipulate and betray them.
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Post by Vulash on Mar 17, 2016 14:26:35 GMT
Is it possible to use this to your advantage? Would you be able to step back, re access, and see this as an opportunity instead? Without knowing the player's dynamics it's hard to know, but I'll expand a bit and then you would be able to tell..
These groups they are pissing off are some of the strongest in the galaxy. They didn't into those positions without being incredibly crafty and clever (for most of them). The Hutts? Think about every scam you've seen on The Sopranos and amplify that - the Hutts are bad news. I think in games we often portray these characters in a lesser role so as to create drama in level appropriate scenarios.
I think in this situation it is fair to up that game. The players have continued to perform acts that have consequences. It's time to show them. Up your crafty level for the appropriate villians (not everyone - you should still be impartial as the GM - just the ones that would be more clever than you or I could imagine). Then have them start setting hooks. The Hutts don't just send bounty hunters, maybe they start playing larger, more crafty, games. They try to get their hooks into the players. Take someone or something they do care about, frame them for something that pisses another large group that will hound them, or have an outside bounty hunter party show up and disrupt their plans repeatedly. Perhaps they are able to escape the first couple of times easily, but they just keep showing up and don't let them rest. And finally, have one of their actions have major consequences for the universe and appeal to their humanity. Someone they've dicked over gets tortured in a horrible manner and killed - or an entire city gets wiped out as a result of something they've done. I don't know the details, but I say just really up the stakes.
If you can do this, and do this in a way that isn't just "payback" for you, you could slowly change the game into a darker and gritter game in which the characters have to examine their motivations and really decide if they are willing to go all the way dark. If so, then run with that and keep upping the stakes of their loss of humanity, but again not necessarily as a punishment. Let them explore the slide. If they aren't, then you get to run a campaign of redemption.
I think there is opportunity here unless they are just playing hack and slash chaotic neutral type of characters. If they are at all trying to role-play, I think you can run with it and find a way to also get your enjoyment in the game. It just might take some reflection to figure out how.
EDIT: I guess what I'm saying is they are pissing off groups that have nearly unlimited resources - I think it's fair, and not a dick move as a GM, to have those groups fully utilize all of those resources and run scams the players can barely even follow and have the players get caught up in events.
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Post by Vulash on Mar 17, 2016 14:33:23 GMT
Forgot to mention this:
I realize that you are worried about the players getting upset as the difficulty has increased. In what I'm saying above I'm not saying to increase the difficulty of missions or encounters. Let them fail by succeeding. Have one of those groups supply them with misinformation through a third party. They complete some mission or fight or whatever in which they are successful and feel powerful only to find out later they've furthered their own downfall, or greatly helped an enemy, in some way. They've tighten their own noose. Then the game starts to become about more than raw power - information and cunning become more important, and the players have to tread carefully and play catch-up against groups with resources well beyond their own.
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Post by friartook on Mar 17, 2016 15:00:25 GMT
Thanks for the great feedback everyone. I'll respond to quoted bits below. @nevvur: As to "easy mode" and "peaks and valleys of diificulty": There is plenty of variation in difficulty. The issue here is primarily with one player, the one who has maximized Deception. He rolls 4 yellow and a green for Deception (a rough translation to D&D terms: this would be like having a +10 or more modifier for a skill). His character is really good at deception. But, he chooses to use it in absurd situations, then uses multiple other abilities to further upgrade his dice and overwhelm the check with positive dice. For example, in one of his most recent exploits, they were entering a planet where they are known: Tatooine. This player flipped a light side point to be able to add a rock star figure to the world. He made this figure human, but said he got his legs chopped off above the knee. This PC is a Jawa. The player then decided to make a deception check to impersonate this rock star. As I, the GM, was thinking about this, I realized this had to be a difficult check. He is trying to impersonate another race, a famous figure, who has only half his legs, on a planet where the PC is known. So I made the check very difficult. So he upgraded more dice. We got into an upgrade war; as he upgraded to try and make this difficult check easy, I upgraded to maintain the difficulty, because it needed to be difficult. No matter how good you are at lying, makeup, and impersonations, impersonating a rock star of another species on a planet where people know you has got to be difficult! This is the incident that incited a conversation between this player and I in which he complained that I always tried to make his deception checks too hard. My response was that, while I encourage the ridiculous nature of his deceptions because they're fun and funny, sometimes they are going to be difficult no matter what. I then reminded him that we are playing a game, and what's the point of playing a game at all if there's no challenge to the game? Another wrinkle here is that this player is one of the most vocal at the table, and he has built a one-trick pony character. If a fight breaks out, there's not much his character can do. So he speaks up fast and uses Deception to avoid conflicts. Fine and dandy, but eventually, as the GM, I'm gonna throw you into a scenario that breaks your one trick. The other side of the min/max coin; GMs can do it too. For the record, he succeeded that check. With a Triumph (the EotE equivalent of a crit). And it was great and funny and flavored that arc of sessions. And, also for the record, this player is very, very smug about his successes. As a player, he has three goals at the table: loot, messing with other people (in and out of game), and winning. This is changing over time, and he has also become one of my best in character role players, but those motives still shine through pretty often. ino: They aren't trying to be evil. Their actions are just more sociopathic. Like when you play Skyrim. Killing innocent or even friendly people has zero consequences and often gives you loot and ups your abilities. For me, the final straw in my frustration was them not only declining to assist these Jedi they encountered, but them manipulating children onto their ship with the express purpose of robbing them. That's getting into an evil realm for me, and it sparks my hero module. I want to fight them now. I want them to lose. That is not how I approach GMing and I'm working through that. I'm choosing specific points I want to resist them on. Their whole goal here was to get light sabers. If they had made nice with the Jedi, helped them out, the Jedi would have taught them how to build them. Instead, they kidnap some children with the intent to rob them. Now I am going to resist them on this point, where I would have cooperated. As to powerful enemies; they already have an Inquisitor and Boba Fett on their trail. They have yet to openly face these enemies, they've avoided them. They won't be able to for much longer. Vulash: I'm not quoting yours, but it was great feedback! If we were going to be running this campaign for a while yet, I would totally use your advice. However, I am trying to wrap this campaign in the next couple of sessions, so a complex plot against them may not work. I'll have to think on it. Again, thanks so much for your feedback everyone! Its helped me parse through my reactions and get my feet on the ground.
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Post by dmsam on Mar 17, 2016 20:15:07 GMT
There is more than one way to break a person. Find they things they love and tear them away. Find their convictions and sow the seeds of doubt.
Your players are evil because it is rewarding. Start with something small, like an NPC that they care about, and kill it. Then, move on to entire villages or planets. Let them witness their precious little worlds crumbling for their sins. Those ports that would harbor them? Blow them up. Those people that gets duped into helping your PCs? Watch them die not knowing the truth, right before your player's eyes. You can hurt them without even touching their characters, if you are good at it.
Crime doesn't pay, because someone else always pays for it. Make your players feel it.
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Post by friartook on Mar 17, 2016 20:22:21 GMT
There is more than one way to break a person. Find they things they love and tear them away. Find their convictions and sow the seeds of doubt. Your players are evil because it is rewarding. Start with something small, like an NPC that they care about, and kill it. Then, move on to entire villages or planets. Let them witness their precious little worlds crumbling for their sins. Those ports that would harbor them? Blow them up. Those people that gets duped into helping your PCs? Watch them die not knowing the truth, right before your player's eyes. You can hurt them without even touching their characters, if you are good at it. Crime doesn't pay, because someone else always pays for it. Make your players feel it. Like I mentioned earlier: Sociopaths. The Jawa player I keep mentioning, I realized the other night that he's said, "F&%k that guy!" about every single NPC the players have ever met. Not figuratively either. He's literally said that sentence about all of them, across campaigns and systems. They don't care about anything. This is part of my frustration. Although...now that I'm thinking about it...they really, really like their ship. Hmm...it needs a lot of repairs right now... The one thing they are all excited about is getting light sabers. So, I'm going to fight them tooth and nail on that front. I don't know what else to do at this point.
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Post by Vulash on Mar 17, 2016 21:12:43 GMT
Knowing that it will end soon I'd almost just say at this point let them run with it. Make it clear the next game that you aren't looking to play in that type of game again. And then bring some of their gnarly deeds as background flavor for the next "good" campaign. Just little things about the way in which the other party affected the world. Not in a negative way.
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Post by joatmoniac on Mar 18, 2016 7:22:26 GMT
Sounds like it's about time to have the ship blow up and the crystals zip out into space if you ask me, haha. Having heard enough of your games Firar I can say with some confidence that it is the video game mentality creeping in and running amok. Although, the theft of children is a crazy line that they have crossed. I don't think that they intend direct harm, but definitely the blatant exploitation of the younglings will bring about some serious consequences. Given that they played D&D I would call back to those times, and note about how they didn't sit there and fight level 1 monsters the whole time just like they didn't in Skyrim a game that quite literally levels up the world as you level up, freakin unkillable mountain lions in Oblivion bane of my high level existence in that game! haha. If they just sit in the beginning zone the whole time killing boars maybe they will get the sword of 1,000 truths, or in reality they will get really really bored and stop leveling themselves up. Hope that this resolves well and there is a different precedent set for the next game!
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Post by friartook on Mar 18, 2016 14:22:18 GMT
Thanks again for all the responses everyone.
The more time passes, the calmer I get about all this.
So, next session, we're going to RP their rendezvous with the other teachers and students of the Jedi school, their attempt to rob children, and their scheme to sell the Jawa's Jedi father into Hutt slavery.
That last should take them back to Tatooine, where the proverbial s%&t will hit the legendary fan. All will be sprayed, and the campaign will end in an epic showdown wherein members of every power group present on Tatooine (currently, the Hutts, the Black Sun, and The Empire) will send their best (worst?) against the party.
Will the Jedi father of our annoying Jawa allow these smarmy smugglers to rob his young students? Will Boba Fett manage to blow up their ship, the Noble Steed? Will they manage to build light sabers? Will the Inquisitor and her assistant (the ex-GF of one of the PCs) manage to bring these falsely friendly fugitives to justice?
We'll find out next week.
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