The tabletop roleplaying hobby has been around since the early 70s and involved a lot of people over the years.  That’s why it’s only natural that factions would develop.  These opinionated groups disparage each other online and wonder what state of affairs could have resulted in such wayward gamers.  Their quips rarely have any real vitriol in them but it’s interesting to take note of people’s priorities.  The schism that most interests me is that between the Murder Hobos and the Story Gamers.

Note:  This post covers ground similar to the post on Play Styles.

The Murder Hobos are those truly awful types who rush from place to place endlessly repeating the same formula of kill the monsters, grab the loot.  They take hold of anything of value and stuff it into their bulging sack that, curiously, is never too heavy to carry.  They kill anyone that gets in their way who opposes them, annoys them or might have a few coins in their pockets.  These drifters never put down roots or even take an interest in the places they ransack.  Beauty, mystery, pretty girls – nothing interests them but loot.

The Story Gamers are those truly awful types who waste time in endless, pointless in-character chatter.  They focus their time on noting every little feeling they have and then telling everyone who will listen about each one of them.  When they can rouse themselves from excessive introspection they want their gamemaster to hitch a rope to the ring in their nose and pull them through a story that will unfold in easy, digestible bites.  They take precious little initiative and expect the story to unwind as they make easy, predictable choices.

These descriptions are distillations of the comments dropped in message boards and social media feeds all over the Internet.  These stereotypes are hard to find but that doesn’t stop the complaints.  The truth of the matter is two different sets of priorities are both finding what they want in RPGs – and then bumping into each other.

The mindset behind the “Murder Hobo” lines up in many places with the style that predominated in the early days of the hobby and finds expression today in the OSR community.  These people want to focus on the adventure their character takes rather than their character.  Seeing new places is more interesting than staying home.  This sort of gamer wants to match wits with fearsome monsters, orc bands and clever traps.  They want to take hold of the prize, accomplish something rare and worthwhile.

Also, they may have the long view in mind.  Many of these gamers are building up wealth so they can equip followers and then establish a fortress of their own.  This is the way to bring about a larger and longer lasting benefit in a region.  Focused and tireless labor at the start brings about a greater reward in time.

I have seen game groups that give in to immature and self-centered notions of fun.  They slaughter the peasants on the edge of town just so they can spend a night in their cottage and take anything inside that catches their eye.  These groups have been rare in my experience and I never wasted time with them.  Unfortunately, they give some meat to the “murder hobo” charge.  A halfway responsible gamemaster who lets actions have consequences is enough to stamp out this kind of crap.

The thinking behind the “Story Gamer” has much in common with a newer style of play that became more popular in the hobby somewhere near the early 90s.  These gamers want to experience the wonder of walking into a magical world.  They relax after a long week of work by slowing down, getting to know some NPCs, taking everything in bit by bit.  Traveling and meeting challenges is fun but a lot more fun if there’s some meaning behind it.  It’s good to take initiative but it’s also good to see what other people have to offer.  Perhaps the gamemaster’s story is interesting (stranger things have happened).

There are groups out there, online and off, that let every session degrade into never ending in-character chats.  I don’t think poorly of this but I quickly grow tired of it.  They can have their fun without me.  It’s also true that some gamers take no initiative and wait for the gamemaster to lead them along.  A good gamemaster trains players to become better.  Give them something to follow but then leave them high and dry in the middle of nowhere.  Make it clear they need to take charge or things won’t progress.  Few players are as irredeemable as the online hand-wringing would have us believe.

That’s a brief introduction to the Murder Hobo vs. Story Gamer struggle.  Which camp claims your loyalty?  I find myself somewhere in the middle so I can’t choose.  Thankfully no one checks my party affiliation before a game session starts.

Categories: RPG

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