I currently have a player who is very narrativist in his focus, and likes to play characters who have disputes and disagreements with the other characters in his group. He doesn't always play this type of character, however, when he plays a disagreeable type, he is pretty much universally met with hostility for playing out these things instead of just getting along and going along.
I realized that what the player was doing was
making the world more dangerous and the group less cooperative
And the other players and I didn't like that. The vast majority of players I have played with tend to congregate in a group, and then put their backs up against one another to fight the world. They have the "PC Halo" or otherwise act as if they are inseparable and loyal, while treating NPCs like rubbish if they so much as back sass them over a faux pas. I think this is a perfectly understandable and even benevolent phenomenon for the most part because I think players want to have a group they can trust in braving a world of adventure. They want camaraderie and team. Without a cohesive and cooperative team, the galaxy is that much more treacherous. A lot of GM's want this too.
But there are often characters in fiction who are personally unpleasant while still being a part of the group. Some things are hard to translate from Film/Book to Game, but I think it can be done if there is some cooperation.
I was thinking of some guidelines, and wanted to see if this was something anyone here might find interesting, or could add to with their own take on this situation.
- Everyone at the table needs to be able to separate dialogue and actions that are fictional from the real people at the table. Taking things personally will result in real anger.
- Evil characters should not be sprung on the players and the GM as an ambush. If you are going to play a character who is inherently dangerous to the group, this needs to be something that everyone is on board with ahead of time. If your group is sufficiently accepting and story-driven to the point where they would welcome such internal group danger then this doesn't apply.
- If you are going to play a character who is argumentative or unpleasant, it should have a reason and a purpose. The character should have an arc or conditions where this mask falls away at least temporarily to make the other players see the value of the character beyond his behavior at some point. With out some value the character will be ditched or killed by the other PCs in my experience.
- If you are going to play out conflict with another player, the two of you should both be in on the intent of the exchange and not be reacting personally. There should be a way for the parties involved to have a signal that it's gone far enough, and an agreement on how far it will go to prevent incidental PvP (if that is not ok in the campaign).
Thanks for any discussion or input.