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What's the best way to stop players from going native in
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What's the best way to stop players from going native in your game?
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>>48107293
define "going native". This is a phrase that has no meaning on its own without proper context
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>>48107293
Brutally murder everyone and everything they so much as begin to care about.
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>>48107359
Probably means settling down and becoming like whatever NPCs live there, because it seems too cozy not to. Like, say you travel to some place where there be elves and they seem to be chill with you just hanging out. They treat you like a guest, give you free food and you get to oogle elven waifus all day long. Why would you move? It's safe there and you're set for life. (To elves, one human lifespan is like nothing.) No point in being an adventurous murderhobo when you can just life off elven welfare for the rest of your life in comfort.

Anyway, easiest way to avoid this is to make everyone dicks, but that sometimes sort of ruins your setting. In other settings, it's just how it is baseline though, and so wouldn't be a problem in the first place.
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Let them. But make the adventure come to them. Not neccessarily killing any of their family or anything because that can get tiring, but like 'oh, why are the crops not growing properly?' or having a kid going missing down some ancient ye olde dungeon that the players will want to go and save.
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>>48107526
Nobledark is the best, yo
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>>48107633
But what he said is not Nobledark. Nobledark is "Things are shitty, but people are good".

The Noble-Grim axis describes the underlying aspects, and how people act and behave generally, while the Light-Dark axis describes the aesthetics and visual tone.
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>>48107359
>define "going native".
Depends on the setting.

But seriously,
>>48107526
If the problem is that the players are getting so immersed in their characters that they want to quit adventuring and settle down, then you should give the characters a reason not to.
Give them problems that they, personally, need to solve.
Threaten the things they care about.
Have them run afoul of the dark, dangerous things lurking in the shadows of civilization.
Lure them out of the safe life with ancient mysteries, or treasures, or whatever else inspired them to start adventuring in the first place.
Put the stable civilization in danger, so they have no choice but to come out of retirement and protect it.

You don't have to ruin the good in the world to give the characters something to stop. In fact, the players will often be all the more motivated when they have something worth fighting for.
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>>48107293
In your case, it would probably be to stop GM'ing and/or playing with these players, since their idea of fun seems to be different than yours.
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Why do we have to discuss this every time?
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>>48107293
Little did you know anon, but you're the one that has gone native!
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>>48109873
wrong thread sorry
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