Am I wrong if I make my player feel like a jerk?

Yeseylon

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@Ksi @Aesica Sounds like both of you would be fine with the Granny's Potions example I've laid out, but what about finding out after the fact that a boss you killed was trying to protect/help his people? How would you react to finding out your self-defense kill was against someone just trying to do right by his tribe?
 

PixeLockeT

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I love playing a "jerk" or "snob" sometimes. Steambot Chronicles taught me that much. XD I liked how, in that game, people can come to know you as an all around a-hole and it gives you different titled depending on your choices.
 

Diretooth

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It depends. If there is no indication that heroic kleptomania leads to a punishment (a shop closing), then it can come off as a shocking- and ymmv, unfun- consequence. If there are some indications, like NPCs commenting on missing a few items, the shopkeeper mentioning they've actually had to pay theft insurance, etc, then it can soften the shock a bit while also allowing the player to realize that their actions are causing harm.
I would suggest the items being taken being part of a quest reward. The player has the option of just taking it and risking losing a shop, or doing a sidequest for the item in question. This way, the player isn't losing out on something, but if they decide to steal, they lose out on a reward for the associated sidequest (can't get a reward if they already took it. Heck, absolution for the theft could be considered its own reward, albeit the shop would still close if it's exploited.)
 

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