
www.Usenet.com
| <-- __Chronological__ --> | <-- __Thread__ --> |
Russell Wallace posts, in part: In my experience, if the players have any emotional attachment to their characters - i.e. unless the "characters" are really just tokens in a war game - serious PC vs PC conflicts _always_ end up with the players getting pissed off with each other. Well, you know the rgfa rule of thumb about how dangerous it is to judge based on any single person's experience, even (maybe especially) one's own. My experience is not as different from yours as some of the others here, but it is different. My most recent experience with this didn't involve a player character death, but it did involve his being forced out of an adventuring group. Actually he was forced out of two adventuring groups, ending up not being able to be played. The player was quite unhappy about it, as he really enjoyed playing the character, but he didn't end up getting upset at the other character's player. In the first case, one of the leaders of the people who forced the character out was one of that player's other characters; the player did not, so far as I know, get upset at himself for this. In the second case, the player got upset at the other character and didn't like playing with her for a while, but he didn't get upset at the other character's player. In earlier cases, some of which involved character deaths, players sometimes got upset at other players, but there were enough players, and they were diverse enough, that not all the players were going to be happy with all the others all the time anyway. And there were some cases where all involved agreed 'it was an accident' - though in most of those cases it was an accident on a character level as well as a player level. A much better solution is to make sure PCs who are likely to become mortal enemies don't end up in the same campaign in the first place. That's perhaps easy for a short term campaign, but over the course of two decades of player time and five decades of character time, characters can change: good friends can become deadly enemies in ways that were not predictable at the start. The choices then are to be false to the characters, to end the campaign, or to allow the character conflict to happen, and the latter can be the best of the three. But that part of the goal becomes pretty irrelevant if pursuing it causes the gaming group to tear apart - the usual result of letting PC vs PC hostility get to lethal levels. In the extreme case, if two of the players can't play with one another any more, it may be possible for the group to keep playing the same campaign after one of the two players leaves. Warren J. Dew Powderhouse Software
| <-- __Chronological__ --> | <-- __Thread__ --> |