Recently, my character in a Dungeons & Dragons game had committed a terrorism. I wasn’t playing about the time. I decided that I was going to play somebody else. But things changed and I wanted my old bird boy back, so I got him back. But due to his committing a terrorism, the rest of the party does have a bit of an issue with trust against him. That being said, that’s just role play and for fun. In any time of crisis, there is no hesitation that, Nevermore would have their back. We talk about it, we play with it, but it’s never an actual obstacle. And I think that a lot of people don’t understand how you can make that happen.
Yeah, some level of conflict is fine as long as it isn’t ongoing backstabbing that pisses off the other players. Like if someone wanted to be Bender from Futurama and pull a reason out of their ass to do the right thing when it matters and everyone else is cool with it that still counts as trust for me.
I guess it is more about the players trusting each other than the characters, but framing it as the characters trusting each other seems to work better at avoiding the characters that lead to interplayer conflict.
Recently, my character in a Dungeons & Dragons game had committed a terrorism. I wasn’t playing about the time. I decided that I was going to play somebody else. But things changed and I wanted my old bird boy back, so I got him back. But due to his committing a terrorism, the rest of the party does have a bit of an issue with trust against him. That being said, that’s just role play and for fun. In any time of crisis, there is no hesitation that, Nevermore would have their back. We talk about it, we play with it, but it’s never an actual obstacle. And I think that a lot of people don’t understand how you can make that happen.
Yeah, some level of conflict is fine as long as it isn’t ongoing backstabbing that pisses off the other players. Like if someone wanted to be Bender from Futurama and pull a reason out of their ass to do the right thing when it matters and everyone else is cool with it that still counts as trust for me.
I guess it is more about the players trusting each other than the characters, but framing it as the characters trusting each other seems to work better at avoiding the characters that lead to interplayer conflict.