Our players don't do that, first we have many DMs amongst our players, and second they have a tendency to present multiple sides to discuss things. After that, and after the silliness of 3e, the ball is now clearly in the DM's hand to stop arguments quickly so that play can move on.
The ball's still in the players' hands, though to start them.
And once in a while those players have a point.
First, I'm not telling you how to play the character,
Yes you are. You're saying I have to play it within a bounded area of ethos, outlook, and actions regardless what the character might otherwise be or do; and that's telling me how to play.
I'm telling you that there are some areas which foster conflict around the table, which is why they are forbidden.
Out-of-character conflict around the table is bad but in-character conflict within the party is not, and one just has to trust one's players to be wise enough to keep the two separate.
And this alone is a good reason to spin the first few levels out longer than just a session or two each; as it's during these very low levels that the characters
in-character can get these conflicts out of their systems and sort out who's welcome in the party and who isn't.
Honestly, it has not happened often, but the ownership has always been left to the DM. What would prevent him to have the character as an NPC in a campaign after a player has left it ? The player can claim all he wants that he has the character sheet, but all the history of the character is set in the campaign history, and that belongs to the table anyway.
The
history of the character is part of the campaign, yes; but the
future of that character still belongs to its player.
I have a different view here, and once more it's very well put forward in Tasha, in addition to the mutual respect between the DM and the players: "The players will respect one another, listen to one another, support one another, and do their utmost to preserve the cohesion of the adventuring party."
Orwellian groupthink has come to D&D. By this stricture individual thinking is banned. Individual or unilateral in-character action is banned. A character acting on its own agenda is banned. Chaotic PCs might as well be banned.
This type of advice intentionally ignores the fact that an adventuring party is made up of free-thinking individuals. Part of the true joy of D&D is that as your character - as well as your party - you can (try to) do what you want, often without the fetters imposed by real life.
I'm not one for burning books but if all of Tasha's is like this I might change my stance.
If the whole party goes in a direction, it's fine, but if one player decides to do a crazy thing that is disturbing the other players, it's a no-go for me. And that is honestly the situation that I've encountered the most often, one player deciding to torpedo everything that the party has been creating, usually because of personal boredom, or because he dislikes what the others are doing, to mark his territory or whatever.
If it's done in character it should be sorted out in character; and the players all have to remember that not every character is going to think like theirs do.
A common example is a party dithering on its tactics planning, which can get boring as hell after the first few minutes for characters (and players) not directly involved - i.e. the non-tacticians of the group. In these cases the sooner someone does something crazy the better, whether its my PC or someone else's.
I have the same idea about economics, but that is actually a subset of what I wrote above, this is a friends collaborative game, it's about playing together, not going on one's own all the time, or even worse torpedoing what the rest of the players are doing. It does not preclude discussion or dissension, but I'm not here to run X games in parallel for X players.
If the party splits in X directions it's my job as DM to run that many parallel games however I can until-unless they get back together.
Because they should trust the consistency of the world rather than the consistency of the rules. The rules can only be a very rough modelling of the world, again clearly stated in the 5e SAC: "no set of rules could reasonably account for every contingency. If the rules tried to do so, the game would become unplayable."
So just because a rogue managed to hide behind a barrel in a dark warehouse once when the guard was inattentive does not mean that he will always be able to hide behind every barrel in the world in all circumstances. Maybe the next barrel is going to be a bit smaller, maybe there will be more light, maybe the guard will be more attentive.
Sure; but the same underlying mechanics are being used, right? The barrel example is a simple case of passing one Hide check and failing the next - no problem there as it reflects the reality of the Rogue not being perfect every time.
What I'm talking about are precedent-setting rulings where the DM doesn't adhere to the precedent. An example: say my PC has got hold of an Adamantine Axe whose main property is that is cannot lose its edge no matter what. So, we get to a stone door our Rogue can't open and as my action I declare "I'll try using my axe to chop through it." The DM, who never considered idea this when dreaming up the Axe, thinks about it a moment then says "Well, if you don't mind spending half an hour at it and don't care how much noise you make then yes, you chop through the door" (i.e. makes a ruling and grants auto-success).
Simple fleeting moment in play, right. But wait. With that ruling the DM has just set and locked in a precedent: Adamantine Axes can cut through stone, albeit slowly. Which means I-as-player can now expect - or certainly should be able to expect - this to be a consistent thing going forward and thus can base decisions around this information; and if the next time I meet a similar stone door I'm told I can't cut though it I'm going to both in and out of character be asking why.
Edit: typos