[RPG] How to handle players who push fun aspects way too far

gm-techniquesgroup-dynamicsnaheulbeukproblem-players

I'm a DM running a Naheulbeuk campaign with coworkers on lunch time.

The Dungeon of Naheulbeuk is a humorous french podcast adventure, which parodies RPG, fantasy pop culture and tabletop games.
The author, John Lang, created a real RPG game in his world, based on german Black Eye mechanics (D20 based).

The point of Naheulbeuk is to be a simple, fun world where the npcs, gods, monsters and even skills are parodies.
And the game is supposed to be played as fun as the audio adventures.

But my main concern is my group is always pushing the fun sides way too far, trying to kill and/or rape everyone around: innocent npcs, dead opponents, quest givers and even other players.

E.g. : in our current scenario they kill a boss, loot a key and open the room where the local Lord and his wife are kept captive. Players are supposed to ask them why the castle guards are rebellious and why they attack on-sight, then deliver them from a mind-control curse and recover taxes guards stole from the city merchants.
But in my case, as soon as I said "You have found the Lord and his wife…" they wanted to stun the Lord and rape his wife, ignoring the NPCs just as they were about to explain the whole situation.

I try to make my players understand they can't do this at every occasion, using Naheulbeuk Punishment Points to cast curses, gods' anguish or random calamities upon them, or making them sick with sexual transmitted infections they can't cure.
Despite my counter-measures they always push farther, considering it adds more fun to the gameplay. They sometimes make fun about being the most punished character within the group, and challenging each other to do something trashier.

How can I make them understand that fun IS indeed the essence of Naheulbeuk world, but raping and killing in every situations without even thinking about consequences is too much?

I fear it will slowly drive me bored about the lack of control I have over them and having to constantly improvise solutions to avoiding a non-issue.

Can I let the scenario goes into a non-issue, so they would have do everything for nothing because of the fact they don't think about consequences, like if they killed a primary NPCs make town folks banish the players out of town with nothing?

One of the most extreme player asked to try being DM alternatively with me as I would take his place as a player. I hope it will enlighten him about the difficulties that kind of gameplay represents.

Best Answer

This looks like a pretty classic case of talk to the players about the game. It's the fastest path to aligning expectations between you and the players.

If you talk to them before the session starts and say, "This is a game of parody, and it's definitely a game of pushing boundaries, but it's not going to be fun if we're not all comfortable with it. So let's establish up front what is going to be acceptable in this game and what isn't." You want to get agreement up front to avoid conflict later.

There are a variety of tools for this, but a good place to start is Chris Chinn's Same Page Tool. A social contract also helps make clear what everyone's expectations are and how potentially difficult situations will be handled by the group.