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This analysis examines the concept of the "murderhobo" within tabletop role-playing games, specifically focusing on Dungeons & Dragons. The term describes a playstyle characterized by a lack of permanent roots, a focus on combat for loot and experience, and the treatment of non-player characters (NPCs) as expendable obstacles rather than narrative agents. By applying a practice theory lens, the study defines the murderhobo as a configured set of behaviors shaped by the intersection of player habitus, the gaming field, and the accumulation of symbolic capital through rules mastery.
The research identifies three foundational components of a murderhobo campaign: prioritizing adventure over narrative, accepting death as an inevitable consequence of play, and emphasizing combat as the primary function of the game. This style of play relies on the depersonalization of NPCs, which allows players to engage in antisocial behaviors while maintaining the internal logic of a heroic journey. While modern game design has increasingly moved toward narrative-driven play with meaningful consequences for character actions, the murderhobo style persists, often fueled by nostalgia and the Old School Renaissance movement.
The study concludes that the murderhobo remains a significant, albeit controversial, practice in gaming culture. While historically associated with a "hack and slash" approach to avoid the complexities of moral decision-making, the style continues to attract players who value high-stakes, combat-centric gameplay. By situating the murderhobo within broader gaming discourse, the analysis provides a framework for understanding how player motivations, subcultural norms, and the desire for escapism intersect to define the boundaries of acceptable play in tabletop environments.
International Journal of Role-Playing · 2026