[7 / 1 / ?]

Breaking the "Murderhobo" mindset

No.43354444 ViewReplyReportDelete
Sup /tg/! I want to discourage my players from being murderhobos and encourage them to try forming bonds with NPCs, investigate local mysteries, and generally involve themselves in the world of my games beyond sellswords for hire. I'm running a group that has trouble with not attacking problems in the most blunt way possible. As a result recent games have felt stagnant but I have taken the first step of talking things out with them recently. They're equally interested in running a campaign with a bit more intrigue and thought to it, but we as a group are having difficulty finding ways to retroactively do that with our current campaign. We're going to start over with new characters in a new setting that we're trying to build collaboratively, but we're having trouble finding ways to get the players involved in the setting and finding a conflict all of the players are interested in being part of.

Do you guys have any tips for campaign scenarios that could help move players outside of the comfort zone of "swords for hire?" The group is willing to try, but there's been difficulty finding a plot where the player characters would be equally involved and invested and nobody ends up as a background character to someone else's personal stuff.