I have noticed a trend when playing with players who have a strong background in playing video games vs. starting with TTRPG. In video games like KOTOR or any other game where you have companions and a main character that you control, the cutscenes often allow for you to choose choices in which you are being an a-hole to your companions as a way of affirming the Player as the main character. The companions are written to not bite back too much, and the cutscenes often resolve with the main character basically putting the companions in their place. This is to say nothing of things like GTA or other Scarface type stories where the character is just engaging in anti-social behavior by rote. Also, in a video game the paths forward are extremely limited, and the product is a money making enterprise so you cannot have your Male aged 13-25 customer feeling unsatisfied a product having a lot of consequences for anti-social behavior toward other characters. In the end you can be a total ****** for 20+ hours of play and still save the galaxy just fine.
I'm noticing that I keep getting these players from that background who hit the ground in the group attempting to show how much of a dik they can be.
The excuse is always that it is interesting to have conflict and tension. My stance is that a little goes a long way, and that all of the party conflict reduces the focus on the larger story.
Suicide Squad was a movie that spent most of its runtime focusing on the characters having conflict and attempting to show how edgy they are in both flashbacks and current scenes. The result was a movie that had its main story as a sideshow so that when you got to the climax of the movie it was nothing that you really cared about because it had hardly any time devoted to it. They had to work in the party conflict arc into the denouement because it was basically the focus of the movie.
I have seen too many parties tear themselves apart or kill each other to allow players to engage in evil groups. In short, it's a waste of character creation effort because they always separate or kill each other in short order. One of the things I admire about FFG's approach is that they haven't wasted much time or effort on attempting to anthropomorphize the bad guys. Story is an ancient thing and it is pretty solidly centered around the idea of an Archplot, or a story in which a main character successfully resolves something to a positive end (the heroes journey). The Mini Plot is a different form built around internal conflict, and without internal monologue or being able to show the actor registering this through scenes it's basically not something that works most of the time in TTRPGs. The Anti-Plot is the thing I see most in games around tables: the protagonists don't change (other than mechanical progression), the plot is fractured and incoherent.
If you are trying to get a Star Wars style Archplot going and the players are focusing on the fact that they want to bicker and PvP with each other more than they want to destroy the Death Star despite fast pacing and action, they are focused differently than what protagonists in an Archplot Story would be.
I would like to ask for opinions about how much you think Video Game writing has influenced how people play RPGs given that the goals of a video game writer are different in some ways than a TTRPG GM. Also, can you elaborate on how you keep the focus on the things trying to kill the party versus the party focusing on wanting to abuse or kill each other. I have my methods but I wanted to see how other people handle this dilemma. Thanks for any polite responses
Edited by Archlyte