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<blockquote data-quote="Glyfair" data-source="post: 141584" data-attributes="member: 53"><p>Inner party conflict can be quite enjoyable. However, it requires exactly the right mix. If all the factors aren't right, it just ends up a mess. Someone takes something personally, players stop having fun, one or two players hog all the action/resources/treasure or someone leaves upset.</p><p></p><p>All of my games have had the rule that all the players must either be good or neutral with good leanings. This eliminates the major cause of inner-party conflict, the evil player. </p><p></p><p>This, of course, doesn't get rid of all conflict. However, usually that's just between two or three and is easier to handle. You can sit down with the appropriate players and set the ground rules about what lines can and can't be crossed. Find a set everyone (including you) can enjoy and you'll be home free.</p><p></p><p>I think this can be applied to a larger group, but it's much harder. You should still get everyone together, explain the potential problem and frictions, and agree to some ground rules. For example, a good rule is that the players will never physically attack each other (at least lethally) either directly or indirectly.</p><p></p><p>Glyfair of Glamis</p></blockquote><p></p>
[QUOTE="Glyfair, post: 141584, member: 53"] Inner party conflict can be quite enjoyable. However, it requires exactly the right mix. If all the factors aren't right, it just ends up a mess. Someone takes something personally, players stop having fun, one or two players hog all the action/resources/treasure or someone leaves upset. All of my games have had the rule that all the players must either be good or neutral with good leanings. This eliminates the major cause of inner-party conflict, the evil player. This, of course, doesn't get rid of all conflict. However, usually that's just between two or three and is easier to handle. You can sit down with the appropriate players and set the ground rules about what lines can and can't be crossed. Find a set everyone (including you) can enjoy and you'll be home free. I think this can be applied to a larger group, but it's much harder. You should still get everyone together, explain the potential problem and frictions, and agree to some ground rules. For example, a good rule is that the players will never physically attack each other (at least lethally) either directly or indirectly. Glyfair of Glamis [/QUOTE]
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