Marie Cham asks:
@matthewmercer , From one dm to another, how can you stop/prevent your players from always becoming murder-hobos and killing their way through your campaign? Sincerely yours, a desperate dm that has tried for 4 years.
Well, I may not be Matthew Mercer, and I may not play a DM on a Youtube show, but as someone who has DMed and been a part of groups that have cured players of their murderhoboing, I may be somewhat qualified to answer.
My recommendation is simple:
- Play B/X
- Do not use negative hitpoints
- Let Characters die because Players make bad choices
The first point really is mostly a preference choice that facilitates the third point. But if you let the choices that players make have serious consequences, even power players will shift their play-style towards more creative solutions than “kill everything”.
Your players party WILL go through a “kill everything with fire” phase of abject terror, where they realize that the horrors out there will kill them, but they haven’t quite figured out how to deal with it. Parties will learn quickly, however, that stone structures do not burn well…
Murder-hoboing is a behavior that CAN be trained away. Social contracts and pleading for your players to behave differently is ineffective because behavior is often facilitated by the game itself (not just the system, but “game”, meaning the sum of the system, the players, the DM, the adventure, etc.). B/X is an excellent training ground for changing this behavior because it shifts the equation in favor of that change. Characters are not overpowered and mistakes/bad decision making can be lethal. No, don’t kill characters to kill them, but allowing characters to suffer the consequences of their choices can put a kibosh on murderhoboing pretty quickly.
This approach is a great remedy for “always chaotic evil” guy, who will start coming up with characters who contribute positively and meaningfully to the group. And it helps murderhoboing parties because that situation usually comes from the whole group rather than a single player. It’s a mind-set that consequences can break.
“Oh, my asshole character died because I made bad choices” is going to bring about real change in a way that sitting everyone down and saying “Can you please not play an asshole this time?” simply will not.
As an addendum, I will say that I absolutely HATE people who say things like “Just tell everyone that you won’t tolerate a murder-hobo campaign! I mean, we’re all mature adults, right?!”
It treats people’s gaming groups as disposable and interchangeable. Sure, kick out intolerable players whose behavior can’t be changed, many people have a limited supply of friends with whom they can play D&D. And the behavior CAN be changed by teaching. Such an approach is needlessly reductive and an unhelpful suggestion, because even though players CAN be taught to play better, this is saying “it’s not worth it teach your players a new way of playing; get new friends.”
You don’t need new friends. You don’t necessarily need a new game–after you’ve done your road-work on B/X, you can switch back to other systems, the skills your players picked up will carry over. What you DO need to do is understand that behaviors at the table can change and are shaped by consequences–reward and punishment, carrot and stick.