[RPG] Managing New Player “Murder Hobos”

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I am running a LMoP game for a group of new players, and everyone is having a great time. We are all very new to it all though – it's my first time running a prewritten campaign as a DM, (only had a few one-off games before now), but I do have plenty of player experience – and the Players are all new to it as well.

We're two sessions in, and it has been quickly established that one player is a pretty full-on Murder Hobo. While the player is new, and the enemies have all been pretty much one-hit kills (all goblins) – and let's face it, we've all been guilty of the occasional blood-thirsty trip – this player has gone off the deep end a little.

The player is running a pre-generated Halfling Rogue with a Shortsword and Shortbow, and so far has managed to take down nearly half of the enemies they have come across, single-handedly. They've got a taste for blood and it's affecting their gameplay.

Admittedly, they are a True Neutral Criminal, with the "loyalty to my friends, not any ideals. Everyone else can take a trip on the River Styx" Character Ideal. This could be a "My Guy Syndrome" situation (I do doubt it, however; none of the players have really gotten into character – simply made choices based on their abilities), but it's becoming a problem, regardless.

Not only are they not avoiding combat (the only reason they haven't been one-hit KO'd is due to poor dice rolls), instead charging into melee with nary a second thought… They have suggested any and all characters they interact with should be killed. The reasons being "because it's easier". A sort of "No muss; no fuss" approach.

This has included:

  • A goblin, that survived an initial combat to provide information
    about the Goblin hideout.
  • The plot-central NPC, held captive by the goblins.
  • The same Goblin that was captured prior, after being tied up, and
    already admitting to "changing his ways", that had also been declared
    to have fallen unconscious due to being tied up, upside down for
    several hours.
  • Other PCs (only a first thought on whether or not PvP was allowed,
    and I have stated that PvP is not allowed).

What I have tried so far is:

  • Reminded the player that they are the small, sneaky one, with little
    HP. They excel at stealth and in combat, should do their best to
    sneak attack as much as possible – if the situation calls for it.

  • Roleplayed the conversation between players as part of the PCs'
    conversations, so the NPCs are aware of the back and forth:

    Rogue: "We should just kill him. He's obviously working for the
    Goblins."

    NPC: "I can hear you." He reaches for a sword laying on the ground.
    He is clearly wounded and in need of rest after being tormented and
    tortured by the goblins, but he is obviously concerned for his own
    safety by your frivolity at the idea of killing him.

  • Even roleplayed the scenario where they killed the captured and
    unconscious Goblin… Which led to a group exploding with protest at
    the player (not me, who made the decision), leading to a vote to
    confiscate the Rogue's weapons, only to return them when required
    (heading into dangerous territory or at the beginning of a fight – I
    will allow a free action to return the weapons at the beginning of a
    fight).

That is where we have left it until the next session. Currently, while it is frustrating me a little bit as the DM, the rest of the group is clearly getting agitated by it – hence the last situation.

I also don't want the player to fall into this "Murder Hobo" lifestyle, as it could lead to bigger issues down the track. Starting off with simple and weak enemies has allowed this to happen with little resistance. Later on down the track, with larger and more threatening enemies, this PC will likely struggle.

Is there any way that I could/should be handling this better?

Best Answer

"The way you are playing your character is ticking us off because ..."

Explain the behavior that you (as a group) find annoying. Explain where you think the boundaries should be drawn. Ask for feedback. Get (or fail to get) consensus. Play with (or exclude) this player.

Unless you tell people to stop picking their nose, they will keep picking their nose.

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