I concur
Ealli said:
I voted 'Rarely' which, coincidentally, is how often I run Paranoia. In D&D there are certain expectations I have for all the players and one of the prime ones is that they will all find a way to work together. A subexpectation of that is that all players will find a way not to kill each other. Intraparty conflict is far too easy to descend into hurt feelings and other problems which are no fun and I just plain don't want to deal with it. This kind of problem will be headed off and the players will be told to figure out another resolution out of character.
When I ran Paranoia it was all I could do to get the players to conspire against, stab or laser each other in the back. The most malicious thing to ever happen was one player finally ejected another out Vulture launch tube.
If I run a game, I will not rule out fratricide among players, I strongly encourage them keep the conflict clever, or non-lethal. I really would like them to think of another option other than filling each other full of lead or sharp steel.
I agree with Henry, that if I as the GM put some effort into the senario, that I do not wish to scrap it due to over testosterized macho characters need to snuff out his allies.
I am part of this game in question, I, the player, witnessed the heinous murder unfold. My response; I hung my head in exasperation. My main objection to the pc death would be in my estimation that punishment for the theft of $10 did not warrant multiple stabbings. A savage beating, perhaps, but since the character got a –4 to strike with fists and he couldn’t administer the beat down…he chose to go with the knife he was proficient in, and thus we have a dead lil’ person.
Perhaps I’m not sociopathic enough to game anymore. Is it all right for me to think when faced with a conflict, that there are other solutions to dealing with it other than try to kill or destroy it? I guess I’m railing about D&D dungeon crawl mentality. “Kick in door, kill all, take their stuff” that is leaking into our other forms of game play makes me disappointed in the player/PC reaction to adversity.
While I did not enjoy this portion of the game, the other players seemed to be all right with it. Besides, now I have to figure out how to deal with a Preacher that carries about a shotgun under his trench coat (same player that brought his sawed-off to church for a friendly meeting)…only this time I can’t really complain as whether it’s proper for him to bring the gun to church. However I do have issue with the priestly player’s insistence to leave the group we nearly had gathered so he could go back to his rooms to recover his boom stick. Up to this point other than some strangeness, which he only heard about, there was nothing hinting or warranting or asking to get a stomach full of hot lead. Well maybe the tiny carny.