[RPG] Unruly player not playing to campaign alignment

dnd-5eproblem-gmproblem-players

I recently joined a mostly neutral, mid-level campaign. The trouble is that one of the characters decided that his character was going insane, and made himself an insanity die roller (randomly by the way, nothing happened in game to justify this happening). Upon returning to the capital city, he killed two civilians and a few guards after being caught. Between another character's assistance and low rolls, I didn't catch on to what he did to intervene. Those I could live with, some people are just murder-hobos, and that was a very RP heavy session. Then, as we were leaving the city to progress the campaign, he sneaked away from the party, and did some really bad things that I won't go into detail about.

Several other players voiced their complaints. Since he's related to the DM, the DM said he will not do anything about it as long as his rolls are successful (he has the Lucky feat, and gets inspiration for complimenting DM) so they almost always are. I openly told him that if my character ever sees him do anything, EVER, that I'll kill his character.

As it stands, I see myself with several options, none of which are great.

  1. Cast "Ceremony -Atonement" and hope I get lucky with the DC 20
    insight check to attempt to fix his alignment, without any
    proficiency or wisdom bonuses to help.

  2. Kill his character, and potentially endure his and DM's hatred

  3. Ask DM if I can make a new character, but then lose all my gear,
    money, weapons, ETC.

  4. Leave the game and try to find a new game to join (which I won't be
    able to, as no one else in my area hosts DnD/pathfinder/TTRPG games)

My question:

Is there anything I can do in this situation to not lose out on this group without alienating both offending player and DM? Would it be better to just give up on the group and hope I find an alternative? Any advice would be greatly appreciated, as none of my current options are great…

Background information

  • I just joined this campaign 6 sessions ago
  • I only knew one of the players from before the game, but the others are all friends with each other and have been since high school
  • It was billed as an Adventurers League campaign, but wasn't
  • The GM told me beforehand that the campaign was neutral good but, upon joining, I found out there were 3 evil characters
  • There are 7 players, including myself, of which at least 2 others are tired of his murders and "insanity"

Best Answer

You have two solid choices

Choice 1: have a talk with the DM (and likely walk away)

No gaming is better than bad gaming(generally). Red flags are:

  1. He's related to the DM, the DM said he will not do anything about it as long as his rolls are successful
  2. decided that his character was going insane, and made himself an insanity die roller (randomly by the way, nothing happened in game to justify this happening) {and the DM puts up with that}
  3. he has the Lucky feat, and gets inspiration for complimenting DM
  4. You were flat out lied to about the alignment guidance for player characters.

Address the expectations mismatch with the DM

Before you walk, have a talk with the DM in private. I can't stress enough how important it is that you have this conversation in private. You have an expectations mismatch with this DM, and this table, based on the false pretenses offered to you about the kind of game you'd be playing. You need to spell out the four above points as significant fun degraders for your participation in the game. Find out if the DM cares about your concerns.

  1. If the DM doesn't care, and offers you a "take it or leave it" then leave. You and this table aren't a good fit.

  2. If the DM listens and offers to make some changes, then stick around for a few sessions and see what happens.

    Addendum to Choice 1: a discussion in private with the grief player would be in order, to explain to them in private how their play is making the game un-fun. Some people do stuff like that and are not self-aware at all - they are nearly oblivious to what it does to the mood of a table since they are too busy enjoying their brand of fun. The point of emphasis for this conversation is that in TTRPG's, the idea is that we all have fun while playing.

Choice 2: make good on your threat in-character (high risk, high reward)

Play on and when the opportunity to make good on your threat to confront or kill the evil character arises, do it. You have nothing to lose. (You can make the last blow a "knockout" blow). Using the knockout feature allows you to make a point without necessarily killing off the other character.

Knocking a Creature Out (Basic Rules, p. 76)
Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.

The worry about alienating people reflects well on you, and there may be more to this social dynamic than you have shared with us, but you are already being put on the defensive.

While I'd usually not advocate a PvP response like this, you have the support of two other players in terms of this isn't going well.

  1. One of the features of TTRPG is that actions have consequences. You have already in-character made the threat.
  2. It does not appear that the DM pulled you aside and advised you not to.
  3. This character and this player get to find out that their character's actions have consequences.

    When the dust settles, you will have a few more answers to the "Choice 1" options by following through on the PvP threat that you made in-character, and seeing how the DM and the other players respond to that.

    Discuss this with the DM ahead of time (in private): since the DM was there when you made the threat, and you don't mention being cautioned about it, put this card on the table. Warn the DM that you will, in-character, follow through on this threat from one character to another. The DM's response to this conversation will inform you as to whether you should go ahead with this, or if you should go back to choice 1 and just walk.

Third Choice

Start your own game, as DM. Invite the others to play. See who shows up.

Out of the Box Choice (which may not fit your play style)

Embrace the evil. Work with the DM to affect an alignment change for your character and go evil. Only you can decide if embracing the dark side is fun for you. Since you note that two other players are tired of this stuff, this is the least likely course of action to resolve your problem.

  • From your comment

    I like the idea of embracing the bad, but I'm playing a paladin, so its hard

    there is an option you can try: discuss with your DM the Oathbreaker paladin(DMG p. 97).