diaglo said:
so building a game where you can interact with others in a hostile fashion and seek a similar goal means unity. building a game where each individual has his own goals that may conflict with others will lead to... yup.. hostility.
kill things and take their stuff.
Quoted for truth.
The problems, IMO, come with taking it personally. Player A is upset that Player B injured/killed A's character. Player A starts looking for revenge (creates a new character, current one starts plotting) - not exactly friendly to the other players or the DM. B becomes (justifiably) paranoid and takes additional player/DM-unfriendly actions. The DM and other players watch the campaign + group start circling the drain.
At any point, some basic actions can prevent this escalation (not an all-inclusive list):
* Role-play the character out of the party - "I don't feel safe travelling with you guys. Seeya. DM, can I roll up a new character?"
* Talk to the other player(s) - "Whoa, Frank! My character's just fooling around. I'm sorry it went too far. Let's chill the death threats. My character apologizes."
* DM sets expectations - "Do not create a character that cannot work with others in the party." Or "Guys, I'm not putting any requirements on your characters. If you turn on each other, whatever happens is what happens. If you carry a grudge out of the game, you won't play."
Different games for different groups. Most of it falls apart simply because people don't talk to each other before it gets out of hand.
Hannibal King said:
My issue is that threatening other player characters is not on. PERIOD.
Make sure all the players know that.
Good luck!