[RPG] How to avoid lecturing the players

dnd-5egm-techniqueslost-mine-of-phandelversocial

Background

I am running Lost Mines of Phandelver and yesterday my party got to Phandalin. One of the party has a background about wanting to help civilise the place (Which he reads as wanting to run it and thinking he has the right to take charge) and tried to confront the Townmaster after hearing how inept he is (From one person!). Due to the time they arrived I said the Townmaster was at home rather than in the office, so the party actually smashed his door down to confront him in the middle of the night.

In an attempt to show the party these are real people I made up a young frightened daughter on the spot, which vaguely did the trick but they still actually confronted the Townmaster (Albeit with weapons sheathed) as he was comforting his terrified daughter before leaving.

Dilemma

I don't want to have them arrested or anything, as I have made it clear the law in the town has no real enforcement, however I do want some consequences.

I figure the Townmaster is too cowardly to really do anything, else he would probably have dealt with

the Redbrands.

already. My suggestion, since the characters used their real names, is to have Sildar find out about what happened (The characters were split up at the time so only half of them went to pick up the Townmasters quests which gives me a nice window for him and Sildar to have a conversation off camera) and confront the party; as Sildar is a nice person and grateful for his rescue it likely wouldn't lead to arrest, and if it did I would expect an escape attempt where things would spiral out of control.

I know having things spiral out of control isn't necessarily a bad thing, and I could probably handle it, but as a first time DM I would like to keep them a bit more on track, while shadowing how I hope they will act when we end LMoP and start a proper campaign.

Question

How do I show my players that there are consequences (In this limited set of circumstances where there are actually few consequences), without just having Sildar lecture them about their responsibilities and how they need to be seen as better than the Redbrands?

Best Answer

Make the townsfolk afraid of them, too.

In short: have the NPCs react like real people.

It's a small town. People talk. People are going to notice the destroyed door, and others may have been drawn to the ruckus and seen/overheard what happened. Then the rumor mill got to spinning.

See, in this case...

The town has spent the past period of time being dominated by the Redbrands, living in fear of them.

So...in rolls this band of strangers, wipes out their old oppressors, then kicks down the door to their townmaster's home, terrifies him and his daughter, and (depending on what was said) may have just informed him that they are seizing control of the town.

Great.

So, by the perspective of the average townsperson, they've just traded one tyrannical group of thugs for another that's even stronger.

So, this could play out in a few ways...

  • Townfolk avoid them like the plague, doors are locked, and everyone is extremely nervous in trading with them.
  • Someone in town tries to get word out to call for help to get rid of these 'new tyrants.'
  • Quest-givers are leery of them and hesitant to ask them for help (they certainly weren't asking the Redbrands for help with all these issues).
  • They visit a shop and the shopkeeper flinchingly gives them money...the 'protection' he was supposed to be paying to the Redbrands, and assumes the PCs are there to demand. Make sure he tells them why he's giving it to them. Make sure he gets panicky (thinks his shop is now marked for destruction) if they refuse it.
  • Guard-force/militia is cautiously hostile towards them--not willing to start a fight, but is not at all friendly.

Assuming the party notices what is going on, Sildar or anyone else who somewhat trusts them can give them an extremely short line, something like...

This town just spent who-knows-how-long being ruled by bandits...and your first act after killing the bandits is to break down the door of the townsmaster, threaten him in front of his daughter, and announce that you were seizing control of the town. What'd you think was going to happen?

No need for an extensive lecture

Fixing it

The PCs have made a really, really bad first impression on the town. It's going to take a bit of effort to convince them that they are, in fact, the good guys and not a rival group of thugs that just took over some territory from the Redbrands. Public apologies, repaying protection money, distributing loot from the hideout, etc. may help with this. As will time, with the PCs doing quests and such to help the town.

How it went when I did something like this

Not with LMoP, but I've done stuff like this in the past. When a PC party is too heavy-handed and forgets that NPCs are people, I tend to draw in reactions like this. The town ends up afraid of them, people start avoiding them, and generally treating them like a gang of unstable violent thugs. "Don't provoke them, but try to get them to go away" is the name of the game.

This usually gets the point across to my players without having to lecture them. It's a case of 'show, don't tell.' You show them the consequences of their actions instead of just telling them about it. I've had one group of players who ended up just rolling with it, and ruling a town as a band of little tyrants (and that complicated life for them in several ways throughout the adventure), but they liked their rulership enough that they didn't care. But, by and large...NPC reactions to PCs tend to be a good indicator to players of how their characters' actions are being perceived.