My players are going to break the law a lot but their not to stealthy or clever about it(they're also only lvl.1). in the last session they started breaking the law literally in front of guards then they spent the rest of the session trying to avoid arrest(It was fun but I would rather not have to do a lot). So how can I make the game progress while they break a bunch of laws and mess around?
You can either talk to the players (who apparently have different expectations than you) or run more 'spend the entire session running from the guards' sessions.
If you simply don't want the PCs doing this/basic advice in general:
1: Protection. Have magic item stores use spells like glyph of warding for protection, or magic items for subduing criminals. If the supply they are trying to steal from is warded, they are less likely to succeed at what they are trying to do.
2: Law enforcement. While town guards can be easily defeated, a high level fighter or paladin isn't. If they PC's get too out of control, make sure to send an agent to single handedly defeat them, possibly through the use of a magical parol. If they continue with the behavior, they might be sent to a magical jail, killed, or simply crippled. Interject, protest, complain, it doesn't. matter. You are the DM. If they need to roll a new character, that's what they have to do.
3: Characters themselves. Make sure to remind characters if they are playing to their alignment. Switching a "lawful good" character to chaotic evil under a charisma save is a good slap in the face for these kinds of PCs. Actions need consequences, and players need to learn this at low levels.
If you are actively encouraging the behavior or won't do anything about it:
1: Make sure that even though they can steel, they can't run away forever. Even if you are fine with them doing this, the law needs to catch up eventually.
2: Include crime based side quests that are plot driven. Schemes are fun to plan, but don't always go as planned. It lets the party get out all of their mischief in a way that satisfies them.
3: Make the plot large enough to the point where the players don't get distracted enough to steal.
You definitely should talk to the players about the type of campaign you want to run. If you really don't want to run a game where you are running the cops chasing around a bunch of petty criminals, you need to tell the players that. See what they say. If they really want to play a bunch of petty crooks rather than heroic adventurers, maybe one of them can DM so that you don't have to DM a campaign you don't enjoy.
Another thing you can do which aligns with point 3 above (the final point) - get them out of town. If they enter an evil crypt, they are free to steal whatever they want and it might anger the zombie lord but it won't upset the town guards. I.e., channel their energy in a more productive direction.
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One other idea is to attach an npc to the party that can work as a foil. The merchant that hires them wants his guard captain to go with them or some such. This allows you to talk directly to the characters in game and give dire warnings for misdeeds or depending on the circumstances even intervene to stop crime or direct them towards more profitable goals.
If you don't mind running a "Thieves Guild" style campaign, this could be a start to that. Have an agent find them at night and say something like "hey we were watching you the other day. Pathetic. But maybe with a little training and back up, you could make a name for yourself. Stop by the old warehouse at midnight if you're in."
My players are going to break the law a lot but their not to stealthy or clever about it(they're also only lvl.1). in the last session they started breaking the law literally in front of guards then they spent the rest of the session trying to avoid arrest(It was fun but I would rather not have to do a lot). So how can I make the game progress while they break a bunch of laws and mess around?
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You can either talk to the players (who apparently have different expectations than you) or run more 'spend the entire session running from the guards' sessions.
If you simply don't want the PCs doing this/basic advice in general:
1: Protection. Have magic item stores use spells like glyph of warding for protection, or magic items for subduing criminals. If the supply they are trying to steal from is warded, they are less likely to succeed at what they are trying to do.
2: Law enforcement. While town guards can be easily defeated, a high level fighter or paladin isn't. If they PC's get too out of control, make sure to send an agent to single handedly defeat them, possibly through the use of a magical parol. If they continue with the behavior, they might be sent to a magical jail, killed, or simply crippled. Interject, protest, complain, it doesn't. matter. You are the DM. If they need to roll a new character, that's what they have to do.
3: Characters themselves. Make sure to remind characters if they are playing to their alignment. Switching a "lawful good" character to chaotic evil under a charisma save is a good slap in the face for these kinds of PCs. Actions need consequences, and players need to learn this at low levels.
If you are actively encouraging the behavior or won't do anything about it:
1: Make sure that even though they can steel, they can't run away forever. Even if you are fine with them doing this, the law needs to catch up eventually.
2: Include crime based side quests that are plot driven. Schemes are fun to plan, but don't always go as planned. It lets the party get out all of their mischief in a way that satisfies them.
3: Make the plot large enough to the point where the players don't get distracted enough to steal.
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Both of the above posters have the right of it.
You definitely should talk to the players about the type of campaign you want to run. If you really don't want to run a game where you are running the cops chasing around a bunch of petty criminals, you need to tell the players that. See what they say. If they really want to play a bunch of petty crooks rather than heroic adventurers, maybe one of them can DM so that you don't have to DM a campaign you don't enjoy.
Another thing you can do which aligns with point 3 above (the final point) - get them out of town. If they enter an evil crypt, they are free to steal whatever they want and it might anger the zombie lord but it won't upset the town guards. I.e., channel their energy in a more productive direction.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
One other idea is to attach an npc to the party that can work as a foil. The merchant that hires them wants his guard captain to go with them or some such. This allows you to talk directly to the characters in game and give dire warnings for misdeeds or depending on the circumstances even intervene to stop crime or direct them towards more profitable goals.
If you don't mind running a "Thieves Guild" style campaign, this could be a start to that. Have an agent find them at night and say something like "hey we were watching you the other day. Pathetic. But maybe with a little training and back up, you could make a name for yourself. Stop by the old warehouse at midnight if you're in."
I guess I should clarify this is not a serious campaign I'm wondering how I can make the game feel real and progress, and still let them mess around.
Black Lives Matter
Count as high as you can before Nikoli_Goodfellow Posts!
Extended Signature, The Best Paradox, We all knew it.
I participate in the Level 20 Gladiator Arena with several champions they are all in my extended signature Win Streak: 0 Total Wins: 19 Total Loses: 6
I would go with the 'get them out of town' option discussed above. Or have the town be overrun by flesh-eating zombies, or something.