Murder Hobos in Spaaace!

 First of all saying 'in Spaaace!' doesn't make something cool. 

Secondly, I was a murder hobo when I started out. Too much D&D at a young age (was I ever that young? Apparently.)

Thirdly, if you're having fun you're doing it right. If murder hobos are the style of play your table likes and you're good with it, murder the Galaxy for all I care. 

Lastly, before someone takes offense at the term as others do: a hobo is a migrant worker. They mv around finding day jobs to support themselves. I'm not trying to (or even referring to) the homeless. If you still take issue, go read anther blog. 

The homicidal free willing style of play worries many referees who don't simply want a hack and shoot game. This was the case for a Traveller game I just heard about (Hi, my Discord friends!). What to do about this? There are a few things.

1. Consequences! You steal a free trader say and leave the crew desperately trying to adapt to vacuum or having been shot full of holes. Good job. You may find, you are locked out of vital ship systems, the anti-hijacking program is still running and coming of you, and there were several booby traps set up to further spoil your day. That's short term. 

Long term, you're not listed as the owner on anything not written in crayon most likely. Various features analogous to a lo-jack go off and piggy back your transponder signal, "Help! I am being jacked!" Your ship is a lousy narc. There's more... did the previous captain file a flight plan? Insurance cargo? Sign for cargo? Very odd that he'd suddenly forget all that and sell to you. What about the mortgage?

You probably don't care about the ship's mortgage -you took the ship fair and square, or at least you were thorough. You will care. The Bank is not in the business of losing a mortgage t people with itchy trigger fingers. There are many stories about a person making a deal with the Devil and weaseling out of it. I have yet to hear of anyone wiggling out of a mortgage. See 'Skips and Misjumps' for more. Not in the case of piracy, the Navy will also come out to play.

Oh, and most ships mortgaged are jump-1 or jump-2. To chase missing ships expect a jump-3 at the very least. 

2. Lean into it! They want to be murder hobos. No one seems to be in place to stop them! Well then your setting takes its cue from them. Everyone is a part time pirate, at least. Murder them right back! Make then pcs really good at it. A little research will give you lots of ideas. See how they like rolling up new characters. 

3. Retcon a shady past! They took the ship, how well did they examine it? See there are these compartments in your ship. They have all manner of commodities that certain people are very anxious to get. If you think the Bank and the Navy have a reach, you ain't seen nothing. The Bank and the Navy also have a charming way of accepting surrenders. These people do not.

4. Atonement. Not everyone is a murder hobo. In fact you need some anonymous people willing to kill that you could careless about. Instead of a prison term that will have you sick of making aging rolls you get to go undercover and infiltrate the pirates! The last agents to try that disappeared, but there are high hopes for you... whatever the hell your name is! Or pick some other kind of suicidal mission -for the Emperor!!

5. The Institute Strikes Back!! The previous captain had a fine side hustle. He transported people to the Psi Institute, or one branch. You killed him. Six psionics were arrested when they missed their pick up. They're pissed, you can tell. Let's see how well your firepower works against someone whispering in your ear -or screaming, or making you pass out at the wrong time. Or just killing you with a thought.

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