Dear JB:Hi I am DM who has for three years been hosting a homebrew campaign with a few friends. They have all been fantastic players and each have their own feats and flaws as characters and players. Recently however in the past few months I as a DM have been having to make multiple messages to people outside the game and police players due to disputes that start at the table that take carried resentment outside the table.Three of my players are experienced dnd players before this campaign and are a little more causal in gameplay and all have neutral alignments as characters. One player though is a first time dnd player and has a character most similar to him in reality as they are in roleplay. This character is lawful good in alignment. The good player while still after three years has been playing the same first dnd character he has ever made and has attachment to them. The player while inexperienced is actually by far my most engaged player who takes enough notes for everyone at the table, is constantly reading creative ways to use his spells, and is always reading up on his notes and ready for each session. He has however given his character an uncompromising righteous moral compass that has very often caused issue at the table.The party often times does what dnd players often want to do and attempt to do some morally questionable shenanigans. Most recently this was discussion about killing an orc chief for his head as part of a larger plot. This orc chief has not wronged the party in anyways the party has never met him and only knows of him through convo with other orcs. 3 out of 4 players want to do this plan. The good player has said he refuses to do this and will not allow the party to do so as well. This is not the first time the other 3 party members have had their plans cut off with no room for compromise by the good players moral compass, and the other players have messaged me outside of the table to let me know they feel like the other players morals is starting to railroad their gameplay and isn’t letting them play the fun decisions they want.Now I as DM have tried multiple solutions to no success. I have offered good player retire his character to have someone who’s goals align more with the rest of the party. He has refused as he wants to wrap up a lot of unresolved plot points on his current character. Out of my own speculation I believe this is also his first dnd character ever that he has had for three years now and this character very much embodies the player irl. I think he’s especially attached and would really miss his current character. I’ve offered the party to roll persuasion checks against one another but this has always lead to passive aggressive roleplay that leads to passive aggressive players outside the table.Things are finally starting to come to a head as I as a DM am exhausted of constantly having the same convo in role play that eats up valuable session time when everybody is already well aware of everyone else’s morals. Im also tired of having to feel like the bad guy as the go between about passive aggressive characters because I’m DM. I’m curious if anyone has ever had a similar situation like this or if you know of any possible solutions? We’re all friends and would like to stay that way and keep playing our dnd with as little friction as possible.TL;DR One character’s moral compass has caused increasing table wide arguments and made being DM difficult.Players Constantly Arguing Morals
Dear PCAM:
Before I answer your question, I want to first correct some misassumptions you're making:
- Anyone who's played D&D for three straight years in the same campaign should NOT be classified as "inexperienced." You identify this player as "the most engaged," member of your party, someone who actively prepares for sessions, knows his character's capabilities, and makes creative use of those abilities. I would therefore NOT be judging the player by the same standards as a "novice."
- players are their characters; a character's behavior is determined by a player's choice. You should never attempt to distinguish the two. A player may NEVER divorce themselves from their character's actions with the statement "that's just what my character would do." The kind of conflict you describe is NEVER an issue of players creating "incompatible characters." Keep that firmly in mind.
- Only DMs "railroad." Players cannot "railroad" a campaign...they do not have the power to do so. Only DMs are invested with that amount of power and authority.
- PvP play (including allowing players to make "persuasion checks against one another") is...in my experience...almost never good, useful, or conducive to long-term play. And when I say "almost never" I mean 99.9% of the time. Most human beings are simply incapable of not having "hard feelings" about this kind of thing.
Okay, we got all that? Then let's move onto your quandary.
The issue you have is that one player's approach to D&D is different from the approach of the other players at the table. You talk about the other players being "more experienced" but what you really mean is that they've played in other campaigns before and have certain biases and assumptions of how D&D is meant to be played, often including (what I'd agree are) "normal player shenanigans," said shenanigans being of the morally questionable variety. You blame the player's personal morals for his lack of willingness to compromise with the other players when it comes to taking these shenanigan actions. This lack of compromise leads to "exhausting" table arguments between the players that you, as the DM, are tired of mediating.
There is a short answer here, and a longer one.
The short answer is this: players have different personalities. They don't always get along nor do they always have the same approach to addressing a problem/challenge that arises in play. This is the same as in REAL LIFE...we go to school with (or end up working with) people who are NOT THE SAME as us, and yet somehow we still manage to get along 'well enough' that we aren't rolling around on the floor, punching each other in the face. How is this accomplished?
By working together towards a common goal.
It's your job, PCAM, to give the players a common goal, because YOU are the Dungeon Master. The D&D game is built on the premise that a disparate band of adventurers are working together to survive and thrive in a perilous fantasy world...they may have their differences (in backgrounds, training, racial types, skill sets, experience) but because they are all rowing in the same direction, they get along.
The players want to kill an orc chief. Why? Does it work towards their common goal? If it does, and the odd player has an issue with that, is he offering an alternative solution? One that is more efficient (i.e. offers less risk, carries more reward)? If he's not, than it's up to you, PCAM, to point this out: the party has a goal, this is the only/best path forward they've found to reach their goal, and if your character (i.e. YOU, Mr. Odd Player) can't hack it, your character should leave the party. That's the game...D&D is a team sport.
On the other hand, if killing the orc chief is NOT the best road to the goal the party has but, instead, simply shenanigans of the "We're bored and we're playing D&D and we haven't killed anything lately let's go kill this guy," then it's up to the morally upright player to make their case for why doing this is a bad idea AND (if he's got a valid point) I'd say part of your job as DM is to support his valid point to the other players ("you know, Bill here makes a good point fellas...maybe there is a different way forward"). But if the other players are simply "Har har, it's D&D let's kill people" and that's the type of game YOU want to run, PCAM...well, Bill might be in the wrong group.
Which brings me to my longer answer: what kind of game are YOU running? Because here's the thing: part of the job of the DM is to world build, and in world building you may find there is good place for the morally upright adventurer. In our real world, after all, there is a place for the people to make morally righteous decisions, even in dangerous and dire circumstances...real people do this all the time. And in an RPG like D&D, where players have agency, players should be able to make their own choices about the actions they (in their role as PCs) take...and endure the consequences of those choices.
How deep is your world, PCAM? Are actions consequential? There is nothing "morally bad" about slaying an NPC who had no consequential impact on the fabric of the campaign world before or after its appearance. Such a cardboard NPC is nothing...a figment of imagination, easily forgotten five minutes after its HP count hits zero. Such is the same with the wandering giant spider that surprises (or is surprised by) the party in a dungeon. I'd imagine the player has no "moral problem" with killing such a thing, if only in self-defense.
But what consequences are there for the orc chieftain? Is his tribe fairly peaceful, trading with the local human community (a good reason orcs have gold is for trade)? Are there "half-orc" tribal members that have contacts and relations with people in the human towns? Does he defend his territory against a more violent menace that would cause a real problem if his tribe was removed? Would "taking his head" lead to a war of reprisal from the surviving members of his tribe (and thus cause suffering with the local community)? Does he have relatives (other chieftains) in other tribes who would seek redress/revenge, much as did Bolg, son of Azog, in Tolkien's The Hobbit? What other allies of the chieftain might the PCs be pissing off by murdering the guy?
PCAM, you see your "moral player" has a problem. I see a guy giving you the opportunity to kick your campaign into a higher gear. When we sit down to play a game of Monopoly, we are not worried about the "moral implications" of being slum lords and capitalist pigs...we are just playing a game. When we sit down to play D&D we can decide to play it in much the same way: kick in the doors, kill the monsters, loot the treasure. But that type of play tends to pale after a while. After a while, as Gygax pointed out in the DMG, players want their efforts to mean something in the overall grand scheme of things. They want to be part of something greater.
That "greater something" is only possible in a developed game world. And developing the game world is the DM's job. You say the player is creative, effective, and the most engaged member of the group...and yet you want to go along with the "har har kill" guys? That's choosing to play small ball after three years of campaigning. Maybe it's time to up your game, PCAM.
Moral quandaries are only issues if they're consequential. If the orc chieftain is a threat to the local humans because he is violent and warlike and wants to enlarge his territory and enslave the indigenous peoples then the "moral" thing to do would be to use one's powers to end his threat. If he's not a threat, then why do the players want to kill him? Because he's there? Okay. But if he's truly inconsequential ("We just don't like orcs 'round these here parts.") then why is he even there? Why doesn't he move himself and his tribe away as soon as he hears there's a band of racist, murderous thugs in the area that scalp orcs for shits & giggles? Unless he has enough warriors to make such a conflict a dangerous proposition for the party (i.e. "consequential") why is he sticking around?
Or a better question: why are you, DM, putting him in your game? Just so your players can get their jollies with a little wanton pillage?
After three years of running the same group you're not ready for something with a little more meat on the bone?
When building your world, make it consequential. Then players can have healthy (i.e. constructive) debate over what is the "right" thing to do when challenges arise. So long as they all have the same goal they're working towards, one player's "morality" shouldn't end up being a problem, because it's either get on the team or exit stage left. You can steer the car down a different road, but it better end up at the same destination. Because that's the game.
And if that's NOT the game...if all the players have different goals and different motivations and different objectives they're working towards...well, that's on the Dungeon Master. That's on you, PCAM.
Sincerely,
JB