In the game I started last night one player has decided that his character is basically just an A**hole. He berated the other characters and generally insulted them throughout the whole game non-stop. There wasn't really a single piece of dialogue from him addressed to the other PCs that wasn't super insulting and rude. The other two players were timid in playing their characters even though I encouraged them to respond and assured them of a safe space to do so, but they would not respond to the character. Because of the archetypes, backgrounds, nature of the characters I do not believe they would actually just allow the verbal abuse to continue unchecked. In other games I have played with these guys this dynamic has occurred, and even though the players all get along in real life and there is no conflict, the other two players just act unrealistically patient.
So taking a mechanic from L5R, I announced that from now on if the character is being verbally abused, the character will face one of two situations:
- They can choose to just ignore the person and take a Strain hit. Passive Aggression or Revenge is their prerogative.
Or
- They will be asked to make a Cool or Discipline check and if they fail they must have an outburst. This can be a verbal retort, or an attack. Passive Aggressive responses will only be possible if the character makes the check.
This will also help the other player to make the choice to use abrasive dialogue one that is a sparsely used seasoning instead of the character just being constantly anti-social--which I feel will not make the characters staying together at all possible. This is a sandbox game with no overarching story, and the characters basically are together at this point because of geography and common enemies. If the group splinters then c'est la vie, I'm not going to artificially hold them together unless some really cool story element comes up and makes it happen, not me railroading them to be together. I even told the players, "hey if you guys end up in a fight against each other I don't really care, this is your game to drive. "
I thought I would share this because I wanted to see if anyone has had similar situations in their game and see what your solution was. I don't want to devalue the one guy's character concept by just telling him to basically shut up, and I don't want to have an NPC be the enforcer here because I feel that will just allow the other two players to be dependent upon NPCs to be their spine. I would be ok with the whole thing just resolving as it has if the two other characters were built as pushovers, but the players built characters who face danger and contentious situations, and there was no mention of, "oh and by the way I am immune to verbal abuse because of X," or "I'm a pacifist," or "I am deaf."
Because there are talents that allow you to inflict Strain through chewing someone out, I felt this was an appropriate use of the mechanic. Do you agree?