I recently read a post, in which a GM presented the following problem:

“The worst thing is a player who does nothing but killing, for example:

  • Comes into the biggest city and attacks guards, who said something he/she didn’t like

  • Starts a fight in a tavern because somebody jostled him.

  • Attacks the leader of mercenaries, because he didn’t want to give him a quest.”

Basically, there are three major ways to solve this problem.Players’ victims

 

  1. Kill the characters. PCs are not likely to handle all the city guards themselves and, if they are, there should always be someone stronger waiting. Players should be aware that there is someone who is not afraid of them and will kick their asses. This usually works well. However, I don’t recommend this option. An epic archmage accidentally coming by and killing the naughty PCs is just unnatural. Moreover, what we want to do is make our players understand that what they are doing is wrong. When we kill them (or seriously hurt) they may always make new characters and continue on attacking peasants. Lastly, we want players to have fun – if we punish them too often, they they are likely to lose their will to play.

  2. Talk with the players. Tell them how you see the situation and suggest what they should not do, as it spoils the fun. You can say something like ‘OK, kill someone from time to time if you really want to, but do you have to do it that often’? If you are good friends, this will work. The drawback of this option is that… you decide for them in a way. They don’t do something, because they know you wouldn’t like it. Your talk outside the game, influences the in-game world. Personally, I don’t like such situations.

  3. Just let them do it. When you think about it, you will see it can make quite an interesting campaign. Destroying villages will make the characters ‘the bad guys’. The ‘heroes’ will be chasing them. Their pictures will be nailed to the city doors. Guards will patrol the roads looking for them. There will be no place for them in the taverns or, if there will, everyone may inform on them. Later on, they may try to make up for the bad things they have done. Or they may not. This way or another, they would understand they did wrong.

    This used to be my favorite option.

There are other ways to deal with this problem, such as other members of the team punishing the one player that doesn’t ‘cooperate’. If you are a very skilled GM, you can place a relative of a person they killed on their way, who would tell them what a horrible thing happened to her (women are usually better at crying). The players should feel guilty after such situation.

 

However, those above are three best and most common options. You know other? Better? Write them in a comment.

 

By the way, starting a fight in a tavern is a cool thing. Who doesn’t like to fight in a tavern from time to time?