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Ben Lehman @benlehman

You want to get rid of murderhobos?

Give your PCs enduring connections to the community -- family, friends, professional acquaintances, organizations, and so on -- and then don't destroy them for cheap drama.

Done.

@benlehman there is a game that does that really well, Beyond the Wall? Its sorta DnD, but chargen involves making village with NPCs. Then play is about exploring the wilds in and around the village.

@questingace I've heard great things about Beyond the Wall! IDK, I just read an article about murderhobos which was like "how can we possibly stop D&D players from doing this? We just can't" and got pissy.

@benlehman SERIOUSLY! That's the most asinine take (I've got a binder with my very own POD collection of BtW, if you want to gander at it).

@benlehman What's the line between destroying them for cheap drama and destroying them effectively? (this is non-rhetorical, as I'm planning something similar)

@echo My (free, worth what you pay for it) advice: Don't do it. Characters are always more interesting with relationships than isolated from them. Relationships are humanizing; humans are interesting.

@echo @benlehman Getting the players to declare something they are connected with and then killing it for drama is too obvious. Threaten it, though. Make them fight to keep it. Keeping _Serenity_ in the air is the whole point. Disintegrating it would be easy angst and a dead story.

@benlehman I think it's important to note that even if you give PCs relationships, if you're playing a game whose rules mostly deal with how to murderhobo, and whose character options/level-up cookies are mostly ways to murderhobo, and the means of advancement is via muderhoboing; then guess what? You're still encouraging muderhobos, you're just whitelisting some key NPCs.

You want to get rid of murderhobos? Play a game that's not about muderhobos.

Liiiike... the one I'm making. ;)

@JacobSKellogg I think you mean something different by "murderhobo." Which is fine.