I'd like to hear about the worst/best/biggest loops that your players have thrown into a campaign.
For example, currently I'm running The Lost Mines of Phandelver with some brand new players. They got to Thundertree and did some slaying and treasure hunting, all as expected. Then they got to Venomfang - instead of driving the dragon off, or even just absconding with treasure, the players came up with the idea of becoming part-time realtors. They flattered, bribed, and lied to the dragon, trying to persuade him to swap up to a nicer residence at Cragmaw Castle. Then they got the dice rolls to make it happen.
Now I'm backpedaling, trying to figure out how I can help the PCs organize an air assault on the mobs in the castle. For my money, that's a great problem to have. :)
Anyone else with PC craziness to share?
Public Mod Note
(Sedge):
Moved to new DMs Only board
I know that at any possible moment my players will get off course from what they are doing or what I expect them to do, so I normally have a general idea of what should happen but keep it kinda loose in case they inevitably don't do what I expect
The best surprise I've had as a DM actually came from running a different game. Scion (basically Hercules like heroes and demigods) had my players try to reach Hell to receive an important message from Hades, one of the groups PC characters father. When they finally reached the land of the dead, and on the shores of the river Styx, they all met, and prepared to barter with the ferryman. When they were refused because of a few botched rolls and improper payment it seemed like a bad ass brawl was about to happen. Then one of the players grabbed a calculator and a few of the setting books. After a few minutes of the rest of us talking he stated "I jump the river." After double checking math it turned out he could jump roughly 7 miles, and carry half the party at the same time. Combat that I was particularly looking forward to totally avoided.
Back in D&D land with the current game I'm running sees the entire party of players battling their way through a horde of Frost Giants (I'm running Storm King's Thunder) to get back to a plot point of the previous story arc that was supposed to end at level 5.
I like players doing cool things, but there's a limit. Usually that limit is them doing exactly what you described. When players become realtors and shop-keepers, the game becomes a (bad) economic simulator. That's not what I signed up for, nor is it what my players signed up for. It's just that they realize it's easier and safer to make gold this way. I just tell my players that I prefer them to NOT become NPCs to someone else's characters.
However, that's me being lazy (because, like Krusty, I'm a lazy, lazy man).
If the players are really super-invested in being landlords and shop keepers, make it really hard for them to succeed, and if they keep going with it, weave their shops into the story. After all, while anyone can start up a business, as soon as they start pulling in greater coin someone is going to take notice and threaten their business with their own (after all, if the area can earn lots of gold for one business, then others will push in and split the market). Players, usually, then decide to murder the opposition. However, this is where you start throwing the curve-ball. Turns out this opposition is working with the bad guys from your campaign ALL ALONG!
Now, I take more creative liberties with what can and can't happen, but trust me, like you I am a very "lawful" DM (if you're Lawful Good, I'm Lawful Neutral). I prepare all my stuff ahead of time, and I'm not very good and winging it. That's why I say I'm a lazy man, because I don't want to have to write up and mark down the whole system that's in place to support the economic booms and busts of this town. Just say "Guys, please don't become NPCs. Hire an NPC to run the company in your stead and go back out there to kick some butt."
As a DM, my players tend to stick to the rails a lot more than I do when I'm a player (and I'm generally not an on-the-rails type of DM). BUT, I have a decent enough story from when I was a player to share:
A friend (or more like a friend of a friend - also someone who had DMed for me before) was running a campaign and something happened to a someone in his regular group, so he asked our mutual friend if I'd join. They'd already done quite a bit and had the usual core classes, so when I joined I started out as a whip/net using bard who preferred non-lethal damage (tripping, disarming, entangling, etc...). Well there was literally NOTHING but undead to fight, so all my non-lethal damage was utterly pointless and most undead attack with slams and touch attacks, so disarming was useless too. So after talking it over with him, I retired the bard and decided to go Paladin of Pelor and focused all my stats, feats, etc... around doing things with my Charisma bonus (a supplement Paladin/Cleric book came out that had a BUNCH of different options for Turn Undead uses to give bonuses to attack/damage, AC, etc...
Well, before I had come along, the characters had an NPC friend who was captured and they were off trying to find her. Well they show up in the town that my new character is at. We do the typical meet and greet the new character thing when suddenly a disturbance happens just outside the town's entrance. I mount up and race to the disturbance while my new adventuring companions catch up. It ends up being the NPC friend of theirs who is now a vampire and tasks the group with doing some chore or she'll plague this town. And just to show she was serious, she kills one of the townsfolk that she had as a hostage. And after delivering the message and killing the townsfolk, she turned on her mount and started trotting away. The DM's choice of using this girl, someone the original players had grown fond of, worked well on the original players. They were all sitting around trying to figure out what happened to her, were amazed that she became evil, etc... The problem is, my character didn't know her before this, he just watched her kill an innocent person, and she's clearly a vampire. This obviously couldn't stand.
So, I reminded my DM that I'm also on my warhorse and asked if I could spur my mount, leap off of it, and tackle her to the ground. After a successful handle animal and tumble check, we had to do an opposed grapple check. Well, she rolled super low on hers and I rolled super high on mine. And the DM said since she wasn't expecting it and because I was basically attacking her that that was my first attack and I could use my second (and I think I had a third attack at this point) to attack her. Well... I only needed one. Since I was on top of her and grappling, my Lay on Hands was basically a free hit. So, with my 20-something Charisma (I think it was like 24ish with all my feats/ability score improvements/magic items) I pumped like 80 points of Lay on Hands damage into her, which pretty much instantly killed her. Of course, she had the opportunity to try to get back to her coffin in mist form, but the only problem was that it was at literally the opposite side of the country and she wouldn't make it in time.
The DM, realizing what just happened, ripped out 5 pages of notes from his binder, and threw them up in the air; clearly upset, saying "well there just went a month of sessions". We ended up not playing for a couple weeks while he figured out what to do. We later learned that she was the daughter of an uber powerful vampire lord who wanted to recruit us to rescue her (the one I killed was apparently a clone, or a doppleganger, or some other kind of retcon BS that didn't make sense (since if she wasn't an undead, my LoH wouldn't have killed her).
We quit playing the campaign shortly after that mess.
“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
My players aren't really "out of control" so much as they are basically "totally in control, just like I want them to be", so yeah, I roll with it.
I can't really give any good stories of them doing something I didn't plan for, since it's been years since I've actually planned things out in a way that could be derailed (since my "plan" is actually to reactively put reasonable obstacles between the characters and their goals, but never assume approach or outcome).
I do, however, have a tale I think is pretty funny about how my players made their character's lives harder than they had to be by worrying too much about what could happen if they did something unexpected:
The scene is a narrow, not particularly well-built rope bridge crossing the gap between two buildings set on rocks astride a high waterfall, with a raging river waiting hundreds of feet below for anyone that should fall. At each end of the bridge were small balconies where the doors to the interior of the buildings stood.
So when a flying devil with a longbow and flaming sword showed up, summoned by a magical glyph placed on the bridge, and started trying to light the bridge on fire, the players had their characters start fighting the devil and trying to put out fires as they started. As the devil started trying to push them off the bridge, one player had their character run to the door on the end they hadn't just come from... and bar it shut, afraid of what else might join the already dangerous battle.
So one character got pushed off, a second dove off to save the first from drowning (which, thankfully for both, actually worked out), and the other two fiercely battled the devil and managed to defeat it.
All while they could have just opened the door, rather than bar it, and taken the fight inside without any added complications.
I like that open-ended approach, letting the characters come up with their own goals and storylines, then just complicating things. I've asked my group for their character's interests and such, but nothing as far as goals they could actually pursue. Nice!
Hahaha. No one wants to follow the game plan they dont know about yet!
I was a player in this game, but as the ONLY one in the group of 9 with DnD experience (and only 5 months experience at that), I was promoted to DM Advisor. The players all started off mercenaries to a mercenary guild in a dystopian world where human demonic cultists pretty much took over the country and systematically kills off non-humans and non-cult magic users, but very few know about it. The players decided they didnt like the grumpy guild master, so they rebelled against the guild leader, robbed a bank, hired a bunch of other mercenaries and raid the elite guards barracks. Or, that was the plan they made behind mine and the DMs back. Didnt go too well. They all DIED.
In my own game, different group, I had a cultist temple that the party was raiding. They decided halfway through that they liked the place and wanted to keep it after they killed the boss. So they spent the game talking about how they wanted to remodel the place BEFORE they actually finished the dungeon. Every room they were all "I like the furniture, but we should take out those evil pictures." "Keep the frames. Frames are expensive." "Oh we can make this the guest wing." Then one of the players STAYED at the temple after they took it and became an NPC who is now the caretaker of the place, then made a new character to adventure with. A one off temple? Nope.
So D&D by way of Extreme Home Makeover, eh? Or cult makeover. That's kinda cool (if short-sighted) that the players are thinking about political rebellion and all. That could actually make for a pretty engaging storyline.
The best surprise I've had as a DM actually came from running a different game. Scion (basically Hercules like heroes and demigods) had my players try to reach Hell to receive an important message from Hades, one of the groups PC characters father. When they finally reached the land of the dead, and on the shores of the river Styx, they all met, and prepared to barter with the ferryman. When they were refused because of a few botched rolls and improper payment it seemed like a bad ass brawl was about to happen. Then one of the players grabbed a calculator and a few of the setting books. After a few minutes of the rest of us talking he stated "I jump the river." After double checking math it turned out he could jump roughly 7 miles, and carry half the party at the same time. Combat that I was particularly looking forward to totally avoided.
Back in D&D land with the current game I'm running sees the entire party of players battling their way through a horde of Frost Giants (I'm running Storm King's Thunder) to get back to a plot point of the previous story arc that was supposed to end at level 5.
I once had a starting character one ask me to disregard her successful rolls to escape a burning building when she realized that there was literally no way for her to take damage by being caught in it.
The best surprise I've had as a DM actually came from running a different game. Scion (basically Hercules like heroes and demigods) had my players try to reach Hell to receive an important message from Hades, one of the groups PC characters father. When they finally reached the land of the dead, and on the shores of the river Styx, they all met, and prepared to barter with the ferryman. When they were refused because of a few botched rolls and improper payment it seemed like a bad ass brawl was about to happen. Then one of the players grabbed a calculator and a few of the setting books. After a few minutes of the rest of us talking he stated "I jump the river." After double checking math it turned out he could jump roughly 7 miles, and carry half the party at the same time. Combat that I was particularly looking forward to totally avoided.
Back in D&D land with the current game I'm running sees the entire party of players battling their way through a horde of Frost Giants (I'm running Storm King's Thunder) to get back to a plot point of the previous story arc that was supposed to end at level 5.
I once had a starting character one ask me to disregard her successful rolls to escape a burning building when she realized that there was literally no way for her to take damage by being caught in it.
Did the character need to breathe? If so, well, fire consumes oxygen. Entirely surrounded by fire + requires oxygen to breathe = dies of asphyxiation.
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Haven't seen this updated in a while, so I thought I'd add a recent bit of tomfoolery.
We're on a sci-fi campaign, in a space station with a lab attached to it. The players have to annihilate or capture the subjects who escaped when the station temporarily lost power.
I have the boss monster, a salamander (lvl 3 players), in an observation habitat, along with the corpse of the lead scientist, whose body they need to loot to get the keycard to lock up all the creatures they tied up earlier.
How the fight was SUPPOSED to go, was when the salamander released too much heat, the vents would automatically start to secrete a toxic gas to slowly damage both the players and the boss. They had to shoot the vents with the conveniently looted freeze ray gun to get the vents to stop secreting the gas that would kill them very quickly.
But the players get to the observation room, and the first thing they look for is sprinklers and vents. They find them. All well and good. Then they decide to suck all the air in the habitat out of the vent and suffocate the monster. I shrugged, not planning on that working, and had one player roll a d100, thinking "that's a long shot."
Low and be-*******-hold, he rolls a 100. I had to give it to them. They rolled it. So they suck out the air from the habitat, then after the thing is dead, they enter the habitat, loot the body, and go on their merry way. Skipping the boss fight altogether. I wanted to make the damned thing suddenly revive, but they threw a bunch of grenades at the body before entering the room, "just in case."
One group I play with doesn't get the chance to play often, so I devised a looser game based upon the team being an Acquisitions Inc. franchise (similar in nature to the "C" team game on YouTube). That way, I can toss mostly random missions at them, and so their odd team make-up (Dragonborn Sorcerer, Elven Fighter, Human Swashbuckler, and Tabaxi Bard) wouldn't be an issue. The player using the Tabaxi plays the character as extremely cat like, to the point the character is often very selfish and attacks the other players during spats. This has been a problem with this player before, but at least she was a Fey Pixie and it made more sense. I was beginning to fear I would have no way to stop this behavior before it became less fun for everyone to play.
Then the Dragonborn mentions he has been writing "incident reports" to the home office about the problem. I suddenly had an idea. They had to sign a bunch of documents before joining the company, most of which the group did not read well, the Tabaxi not at all. So, she is about to get a letter in the mail from the company informing her of "fines" leaved against "inter-team violence and interference". This will hit her character in the one place that matters, that sweet Bard money. It is great when players help solve your problems for you.
I'd like to hear about the worst/best/biggest loops that your players have thrown into a campaign.
For example, currently I'm running The Lost Mines of Phandelver with some brand new players. They got to Thundertree and did some slaying and treasure hunting, all as expected. Then they got to Venomfang - instead of driving the dragon off, or even just absconding with treasure, the players came up with the idea of becoming part-time realtors. They flattered, bribed, and lied to the dragon, trying to persuade him to swap up to a nicer residence at Cragmaw Castle. Then they got the dice rolls to make it happen.
Now I'm backpedaling, trying to figure out how I can help the PCs organize an air assault on the mobs in the castle. For my money, that's a great problem to have. :)
Anyone else with PC craziness to share?
Chandelierianism: Not just for interns anymore.
I know that at any possible moment my players will get off course from what they are doing or what I expect them to do, so I normally have a general idea of what should happen but keep it kinda loose in case they inevitably don't do what I expect
The best surprise I've had as a DM actually came from running a different game. Scion (basically Hercules like heroes and demigods) had my players try to reach Hell to receive an important message from Hades, one of the groups PC characters father. When they finally reached the land of the dead, and on the shores of the river Styx, they all met, and prepared to barter with the ferryman. When they were refused because of a few botched rolls and improper payment it seemed like a bad ass brawl was about to happen. Then one of the players grabbed a calculator and a few of the setting books. After a few minutes of the rest of us talking he stated "I jump the river." After double checking math it turned out he could jump roughly 7 miles, and carry half the party at the same time. Combat that I was particularly looking forward to totally avoided.
Back in D&D land with the current game I'm running sees the entire party of players battling their way through a horde of Frost Giants (I'm running Storm King's Thunder) to get back to a plot point of the previous story arc that was supposed to end at level 5.
I like players doing cool things, but there's a limit. Usually that limit is them doing exactly what you described. When players become realtors and shop-keepers, the game becomes a (bad) economic simulator. That's not what I signed up for, nor is it what my players signed up for. It's just that they realize it's easier and safer to make gold this way. I just tell my players that I prefer them to NOT become NPCs to someone else's characters.
However, that's me being lazy (because, like Krusty, I'm a lazy, lazy man).
If the players are really super-invested in being landlords and shop keepers, make it really hard for them to succeed, and if they keep going with it, weave their shops into the story. After all, while anyone can start up a business, as soon as they start pulling in greater coin someone is going to take notice and threaten their business with their own (after all, if the area can earn lots of gold for one business, then others will push in and split the market). Players, usually, then decide to murder the opposition. However, this is where you start throwing the curve-ball. Turns out this opposition is working with the bad guys from your campaign ALL ALONG!
Now, I take more creative liberties with what can and can't happen, but trust me, like you I am a very "lawful" DM (if you're Lawful Good, I'm Lawful Neutral). I prepare all my stuff ahead of time, and I'm not very good and winging it. That's why I say I'm a lazy man, because I don't want to have to write up and mark down the whole system that's in place to support the economic booms and busts of this town. Just say "Guys, please don't become NPCs. Hire an NPC to run the company in your stead and go back out there to kick some butt."
As a DM, my players tend to stick to the rails a lot more than I do when I'm a player (and I'm generally not an on-the-rails type of DM). BUT, I have a decent enough story from when I was a player to share:
A friend (or more like a friend of a friend - also someone who had DMed for me before) was running a campaign and something happened to a someone in his regular group, so he asked our mutual friend if I'd join. They'd already done quite a bit and had the usual core classes, so when I joined I started out as a whip/net using bard who preferred non-lethal damage (tripping, disarming, entangling, etc...). Well there was literally NOTHING but undead to fight, so all my non-lethal damage was utterly pointless and most undead attack with slams and touch attacks, so disarming was useless too. So after talking it over with him, I retired the bard and decided to go Paladin of Pelor and focused all my stats, feats, etc... around doing things with my Charisma bonus (a supplement Paladin/Cleric book came out that had a BUNCH of different options for Turn Undead uses to give bonuses to attack/damage, AC, etc...
Well, before I had come along, the characters had an NPC friend who was captured and they were off trying to find her. Well they show up in the town that my new character is at. We do the typical meet and greet the new character thing when suddenly a disturbance happens just outside the town's entrance. I mount up and race to the disturbance while my new adventuring companions catch up. It ends up being the NPC friend of theirs who is now a vampire and tasks the group with doing some chore or she'll plague this town. And just to show she was serious, she kills one of the townsfolk that she had as a hostage. And after delivering the message and killing the townsfolk, she turned on her mount and started trotting away. The DM's choice of using this girl, someone the original players had grown fond of, worked well on the original players. They were all sitting around trying to figure out what happened to her, were amazed that she became evil, etc... The problem is, my character didn't know her before this, he just watched her kill an innocent person, and she's clearly a vampire. This obviously couldn't stand.
So, I reminded my DM that I'm also on my warhorse and asked if I could spur my mount, leap off of it, and tackle her to the ground. After a successful handle animal and tumble check, we had to do an opposed grapple check. Well, she rolled super low on hers and I rolled super high on mine. And the DM said since she wasn't expecting it and because I was basically attacking her that that was my first attack and I could use my second (and I think I had a third attack at this point) to attack her. Well... I only needed one. Since I was on top of her and grappling, my Lay on Hands was basically a free hit. So, with my 20-something Charisma (I think it was like 24ish with all my feats/ability score improvements/magic items) I pumped like 80 points of Lay on Hands damage into her, which pretty much instantly killed her. Of course, she had the opportunity to try to get back to her coffin in mist form, but the only problem was that it was at literally the opposite side of the country and she wouldn't make it in time.
The DM, realizing what just happened, ripped out 5 pages of notes from his binder, and threw them up in the air; clearly upset, saying "well there just went a month of sessions". We ended up not playing for a couple weeks while he figured out what to do. We later learned that she was the daughter of an uber powerful vampire lord who wanted to recruit us to rescue her (the one I killed was apparently a clone, or a doppleganger, or some other kind of retcon BS that didn't make sense (since if she wasn't an undead, my LoH wouldn't have killed her).
We quit playing the campaign shortly after that mess.
Click Here to Download my Lancer Class w/ Dragoon and Legionnaire Archetypes via DM's Guild - Pay What You Want
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“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
Too funny. Why do people resent it when you're good at what you do? lol
Chandelierianism: Not just for interns anymore.
My players aren't really "out of control" so much as they are basically "totally in control, just like I want them to be", so yeah, I roll with it.
I can't really give any good stories of them doing something I didn't plan for, since it's been years since I've actually planned things out in a way that could be derailed (since my "plan" is actually to reactively put reasonable obstacles between the characters and their goals, but never assume approach or outcome).
I do, however, have a tale I think is pretty funny about how my players made their character's lives harder than they had to be by worrying too much about what could happen if they did something unexpected:
The scene is a narrow, not particularly well-built rope bridge crossing the gap between two buildings set on rocks astride a high waterfall, with a raging river waiting hundreds of feet below for anyone that should fall. At each end of the bridge were small balconies where the doors to the interior of the buildings stood.
So when a flying devil with a longbow and flaming sword showed up, summoned by a magical glyph placed on the bridge, and started trying to light the bridge on fire, the players had their characters start fighting the devil and trying to put out fires as they started. As the devil started trying to push them off the bridge, one player had their character run to the door on the end they hadn't just come from... and bar it shut, afraid of what else might join the already dangerous battle.
So one character got pushed off, a second dove off to save the first from drowning (which, thankfully for both, actually worked out), and the other two fiercely battled the devil and managed to defeat it.
All while they could have just opened the door, rather than bar it, and taken the fight inside without any added complications.
I like that open-ended approach, letting the characters come up with their own goals and storylines, then just complicating things. I've asked my group for their character's interests and such, but nothing as far as goals they could actually pursue. Nice!
Chandelierianism: Not just for interns anymore.
Hahaha. No one wants to follow the game plan they dont know about yet!
I was a player in this game, but as the ONLY one in the group of 9 with DnD experience (and only 5 months experience at that), I was promoted to DM Advisor. The players all started off mercenaries to a mercenary guild in a dystopian world where human demonic cultists pretty much took over the country and systematically kills off non-humans and non-cult magic users, but very few know about it. The players decided they didnt like the grumpy guild master, so they rebelled against the guild leader, robbed a bank, hired a bunch of other mercenaries and raid the elite guards barracks. Or, that was the plan they made behind mine and the DMs back. Didnt go too well. They all DIED.
In my own game, different group, I had a cultist temple that the party was raiding. They decided halfway through that they liked the place and wanted to keep it after they killed the boss. So they spent the game talking about how they wanted to remodel the place BEFORE they actually finished the dungeon. Every room they were all "I like the furniture, but we should take out those evil pictures." "Keep the frames. Frames are expensive." "Oh we can make this the guest wing." Then one of the players STAYED at the temple after they took it and became an NPC who is now the caretaker of the place, then made a new character to adventure with. A one off temple? Nope.
So D&D by way of Extreme Home Makeover, eh? Or cult makeover. That's kinda cool (if short-sighted) that the players are thinking about political rebellion and all. That could actually make for a pretty engaging storyline.
Chandelierianism: Not just for interns anymore.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Haven't seen this updated in a while, so I thought I'd add a recent bit of tomfoolery.
We're on a sci-fi campaign, in a space station with a lab attached to it. The players have to annihilate or capture the subjects who escaped when the station temporarily lost power.
I have the boss monster, a salamander (lvl 3 players), in an observation habitat, along with the corpse of the lead scientist, whose body they need to loot to get the keycard to lock up all the creatures they tied up earlier.
How the fight was SUPPOSED to go, was when the salamander released too much heat, the vents would automatically start to secrete a toxic gas to slowly damage both the players and the boss. They had to shoot the vents with the conveniently looted freeze ray gun to get the vents to stop secreting the gas that would kill them very quickly.
But the players get to the observation room, and the first thing they look for is sprinklers and vents. They find them. All well and good. Then they decide to suck all the air in the habitat out of the vent and suffocate the monster. I shrugged, not planning on that working, and had one player roll a d100, thinking "that's a long shot."
Low and be-*******-hold, he rolls a 100. I had to give it to them. They rolled it. So they suck out the air from the habitat, then after the thing is dead, they enter the habitat, loot the body, and go on their merry way. Skipping the boss fight altogether. I wanted to make the damned thing suddenly revive, but they threw a bunch of grenades at the body before entering the room, "just in case."
One group I play with doesn't get the chance to play often, so I devised a looser game based upon the team being an Acquisitions Inc. franchise (similar in nature to the "C" team game on YouTube). That way, I can toss mostly random missions at them, and so their odd team make-up (Dragonborn Sorcerer, Elven Fighter, Human Swashbuckler, and Tabaxi Bard) wouldn't be an issue. The player using the Tabaxi plays the character as extremely cat like, to the point the character is often very selfish and attacks the other players during spats. This has been a problem with this player before, but at least she was a Fey Pixie and it made more sense. I was beginning to fear I would have no way to stop this behavior before it became less fun for everyone to play.
Then the Dragonborn mentions he has been writing "incident reports" to the home office about the problem. I suddenly had an idea. They had to sign a bunch of documents before joining the company, most of which the group did not read well, the Tabaxi not at all. So, she is about to get a letter in the mail from the company informing her of "fines" leaved against "inter-team violence and interference". This will hit her character in the one place that matters, that sweet Bard money. It is great when players help solve your problems for you.
Id love it if my players did this but they're basic af.