• Voroxpete@sh.itjust.works
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    8 hours ago

    My rule on this is very simple; if your character isn’t a part of the group, they’re not part of the story. That goes for lone wolves, people who betray the party, “evil” characters who work against the party’s interests, etc. You make the choices you want to make, you do what seems right for your character, but the moment that means you’re not a part of the group, you either figure out a good story for how we’re going to fix that, or you hand me your character sheet. It’s really that easy.

    “But thats just what my character would do!”

    OK, let’s unpack that. If that’s truly, genuinely the case, if there’s no way your character could no work against the group or leave them at this point, then this is how your characters story ends. If that comes twenty sessions into a game, well, waking away rather than betray your morals is a pretty good story if you ask me. If it comes two sessions in then we need to figure out why you’re not on the same page as everyone else.

    But more often, the player simply thinks its the only possible way their character can act in this situation because they’re not thinking creatively. People are complicated. Consistency is actually the bane of interesting characters. A good character is inconsistent for interesting reasons. “My character would never trust someone in this situation!” OK, but what if they did? Now we’re left with the question of why, and figuring that out is surely going to be interesting.

    There’s also the other side of this coin, which is the responsibility on the GM’s shoulders. Yes, your players owe it to each other to try to keep the story moving forward, but you also owe it to them to respect the reality their story takes place in. Don’t run a gritty crime game and then expect your players to just automatically trust some NPC that turns up with no bona fides. You actually have to put the work into crafting scenarios where the players can have their characters react naturally and still drive the story. It’s a bad GM who pisses their pants and cries because they created something that looks like an obvious trap (whether it is or not) and their players refused to walk into it.

    • MagicShel@lemmy.zip
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      7 hours ago

      OK, but what if they did? Now we’re left with the question of why, and figuring that out is surely going to be interesting.

      “I <something disruptive >.”

      “You’re about to, when you change your mind. What made you change your mind?”

      It’s a powerful tool. It can be overused, but it’s good for bringing people into the right frame of mind.

      Maybe something happens that’s more urgent than the trust issue. Maybe they see a tattoo on another character that has meaning for you. Maybe they just realize it could be useful to be in the party for now. Whatever it is, they are solidifying the team while also taking more authorship of the story.

      • Voroxpete@sh.itjust.works
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        6 hours ago

        I don’t like prescribing a characters actions to that degree, but I would certainly work with the player to try to help them come up with an alternate path.

        If a player ultimately chooses to commit to a path that puts them at odds with the party, I’ll respect that, but I’ll make it clear to them that this is where that character’s story ends.