[RPG] How to meet the needs of players in a party whose characters have opposite alignments

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I am currently DMing a Star Wars D&D campaign.

One character has a backstory that includes 'setting orphans on fire'. Needless to say, he is a murder hobo and a Sith. One of my other characters plays a Jedi. Although he left the Order when he realized almost everyone else was playing Sith, his character is still good. He feels uncomfortable when other players are doing evil things, and doesn't join in. He also doesn't feel comfortable even playing in an evil campaign. This means he doesn't get to play much, just watching other players murder.

How can I make it so that I can meet the needs of my murder hobo who want zero-conquence misbehavior from the game, and the player who wants to do good? They are both roughly my age, so I can't pull a 'Dad move' on the murder hobo.

Best Answer

The short answer is: you need to work with your Jedi player and find a way to remove his character from the party, so he can bring in a different character that will be a better fit.

This party is, in-world, unviable

The longer answer is: the problem you're having is that there's no reason for these characters to be traveling together. The characters shouldn't like each other, they shouldn't support each other, they shouldn't cooperate. The Jedi character should have long since left the group to find better allies. Failing to do this is probably bad roleplaying.

You should start by contacting the player in private and suggesting that he switch characters. Then, you work with him to come up with a reason why his character would leave the group. Maybe he's called back to the Order -- he left, but they still want him. Maybe one of his family or friends needs his help, but obviously he doesn't want to involve the Sith in that, so he has to split from the group to help them. Maybe he encounters a side quest where he can do something valuable or good, but it's a one-person mission.

Once his old character is gone, he can bring in a new character, ideally with the same amount of experience so he doesn't feel like he's being punished.

For future campaigns, it's a good idea to tell people up front: "Hey, this is a heroic adventure -- no playing evil characters, that's for some other campaign." Or vice versa, if that's what you're into.


You've written that you think your Jedi player is "morally uncomfortable playing a bad PC". This leaves you with fewer options unfortunately. You could try to get the entire rest of your group to change, but that's probably even harder than getting your Jedi player to change.

I do recommend offering him the option to switch characters, even if you don't think he'll take it. I personally am uncomfortable playing evil characters, but there's been at least one time when I found myself in an evil group and I decided I'd prefer switching to an evil character, rather than badly roleplaying my good character or leaving the game.

If he doesn't take it, one other option you have is to change your campaign style so the group has fewer moral decisions to make. Give them some faceless enemies to fight (clone warriors? alien invaders? droids?) and don't bring them near any friendly NPCs who could be killed or tortured.