Would you award XP for such and act or would you not or would you award negative XP.
I'm in the middle of running an "EVIL" campaign at the moment, so you would think that this was an issue I have dealt with before, but it isn't. Why? Because I threw out RM's ridiculous, overly complicated, burdensome XP system long ago. No offense intended if you love it.
Since I don't award any sort of XP for individual criticals and kills, this is not a problem. Philosophically, I would not give any negative experience points unless the PCs have violated one of their Flaws (Code of Honor, Sense of Duty, Chivalrous, etc.) or a religious character has gone against their beliefs.
Why "punish" a roleplaying decision? Keep in mind, I ask that question philosophically, not from a RM experience system perspective. Let them face the in-game consequences of their decision. If this sort of roleplaying behavior really gets under your skin, then perhaps speaking with your players about the sort of campaign you prefer to run is in order. I'm an advocate for maximum player freedom! But GMs need to enjoy the game they're running too.
If I was using the old XP system I would not give any XP for hits or criticals delivered to a helpless foe. Because the RM XP system appears, to me at least, to intend the rewarding of players overcoming legitimate obstacles and dangers, I wouldn't think killing a shackled NPC qualifies.
I do recall that the old system does allow the rewarding of the "Kill Points" for an enemy dispatched through non combat means. For example, a clever PC could lead a troll into a deadly trap get the Kill Points even though they never engaged in combat.
In the case of the shackled enemy, I would divide the Kill Points among the PC's responsible for the inception and execution of the plan that led to the downfall of their enemy.
Good post Vector. I have been milling things over a bit last few days in my head.
consequence of this will be them having to explain themselves to the leader.
the murder was motivated by ambition and to achieve a personal character goal so i applaud that. and will reward it with XP for player goal achieved. [probably splitting it between both players who committed the act as they were equally guilty].
no xp either positive or negative will be awarded for the murder as it was not overcoming a challenge. xp was given for the clever plan. to both players so i guess that is generous?
this has highlighted to me the importance of having certain 'safeguards' in place to guide pc behaviour more towards the hero type or anti-hero type campaign i like to run. i am also an advocate for player freedom.
I have planned a special 'court room' session where both players will get to make their report to their boss. im giving them an out and was contemplating a heavy handed (you killed by captain so now you will pay response)... Heavy handed GMs need to ease up on the restrictions they give players. but i have something else planned that will not be expected.
Their boss, the crimelord will question them and more than likely see thru at least a few of their lies. This will be a tense session and essentially an interrogation with them under pressure to hold up the deception under his scrutiny with them most likely thinking if he detects their lies he will kill them. After this questioning, the bosses reaction will be... nothing. What? really? his captain of his men is murdered and he does nothing?
The crimelord will speak privately with each player in turn after their report in public. At first he will grill them on details of their report seeking to uncover the lies which are there and rather obvious due to the motive. He will reward one of them with a promotion to replace the captain he murdered. (This is the player goal achieved and in all honesty is deserving of the job as he is a superb leader of men... the player is an officer in the army in real life). The crime-lord will let it known (privately) to each player that he knows exactly what they did... murdered one of his men... and the reason behind it... greed/ambition... and he will let them know that from this point forward they must follow his orders to the letter and not overstep their authority ever again or the price will be their death (he has 20 loyal sell-swords who can do it).
There will of course be a catch (there always is in my campaign). The men below him will also be promoted and a new co-captain appointed who is at least as ambitious as the players themselves. Just like them he will do almost anything (yes even murder) to advance in the organisation so the players will need to watch their backs because someone is watching and waiting for them to slip up and when they do, he will seize the opportunity to replace them, just as they did to the previous captain.
But WAIT! There is more... the sell-sword they killed has a large dept that he owed to the organisation that they have now inherited. It must be paid by the pcs and within a month or they will be turfed out stripped of any rank/status they have and left to fend for themselves. This last complication probably isnt actually true but the crime-lords way of punishing them for overstepping their rank. They will never know the truth because the one who can confirm it is dead by their own hand. This could be an ongoing 'tax' they need to pay to the crime-lord as a retirement fund for the murdered mans wife and very large family.