[RPG] Should players be allowed to act outside their characters’ boundaries when it suits them

dnd-4eproblem-players

Some of my players tend to forget that they're not their character when we play, which sometimes results in characters doing things they usually would never do. As the DM, I've been pretty lenient about this since they have been playing for just a year now, and still have much to learn.

However, it recently became a problem when the Lawful Good Deva suddenly decided to incapacitate his entire party and abandon his god simply to pick up a magic item that was undoubtedly of Evil Nature. To be specific, it was the Coat of Eyes, from the Khyber's Harvest adventure. This has caused many a conflict in the group as some of the other players think his alignment forbids him from doing that and he shouldn't have been allowed to. One player even asked me to have the Deva's god smite him for his wickedness, which I didn't do.

At the time, I wasn't quite sure how to respond to this so I changed his alignment to Evil, to which he strongly objected, stating that he merely wanted the artifact "so no one else could get it". Instead of destroying or hiding it though, he wore it. To me, it seemed like a thinly veiled attempt at justifying him grabbing the most valuable item so far (the coat is really good stat-wise).

What do you think? Should I punish characters if they irrationally behave the opposite of what it says on their character sheet? Can I, as the DM, even justify changing a character's alignment or should I keep out of it, as the behavior of characters is none of my concern? And most importantly: How hard should I bring the hammer down on that kind of behavior?

Best Answer

This player seems to not particularly care about the moral side of his character. But don't punish him for it. Even if he plays the character inconsistently, you should treat that as a creative challenge to you as a DM. You need to be the "straight guy" for their acting up.

Roll with the characters actions as is, do not prevent them either in or out of character, and have consequences play out in game, with little or no "punishment". The story consequences for a Deva that abandons their god and is beholden to an Evil artifact should be quite interesting. Your job as DM is to make them fun for that player and the rest of the group.

For example, I would suggest some "fluff" changes to the character - have their appearance change subtly due to the artifact (make it clear this is the cause, and not something inherent to the character - the character at all times belongs to the player) - e.g their Deva markings glow with odd dark energy, and their voice seems harsh and commanding to those that they talk to. Have Good characters with spiritual connections immediately distrust and/or avoid the character. Sometimes subtle story hints like this will bring a player who wants their character to be a shining example of goodness back on track. However, it should also be OK if the player is just playing for +X stats. They should just see the results of the choices by the way the world responds.

Other than that, you may want to consider that this player is looking for a slightly different style of game (more numbers-focussed) than the rest of the group is looking for. Try to be inclusive, but do check that everyone is happy, and that you are not storing up tensions.