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diaglo said:where this fails is of course when one player decides his PC would never compromise and would prefer to find another party of adventurers to complete his hook. thus... he rolls up a new PC or the player leaves the group. this is a group game. and in that context there are meta reasons for the PCs to stay together.
Agreed completely but for the longest time hashing out this compromise too big chunks of game time and were NOT our most enjoyable bits of roleplaying. It would often go like this...
Player 1: "Well it's REALLY important to my character to go after the orcs who destroyed his village. Plus, if we act quickly we might rescue some of the captives before they're eaten!"
Player 2: "But my mission to uncover the secrets of the Ten Pillars of Dust is REALLY important too! I heard that if something isn't done by the next full moon, a DEMON will be unleashed and kill untold thousands!"
Player 1: "Riiight. As if we're going to defeat a DEMON. No WAY am I going there. Not while my people are about to be eaten alive by Orcs!" Besides, maybe if we defeat the orcs quick enough we'll be able to go do your thing too.
Player 2: *sigh* "Ok, fine. I'm tired of arguing about this. I can compromise and we'll go fight the stupid orcs!"
Player 1: "Ok great. I'm glad you compromised. Because I was NEVER going to compromised my special mission!"
Player 2: "Oh yeah?! Well screw you! I UNcompromise!..."
*rinse repeat for a couple hours*
Now first of all, I'd like to think we've all matured a bit over the ensuing years. But we've also made it a point to colaboratively generate characters for our recent campaigns and that helps cut down on this. We also have a tacit agreement NOT to unilateraly establish open agendas for our PC's that would force everybody else into line behind us. However one thing that the GMs (myself included) have encouraged is the occasional hidden agenda that the PC's can pursue secretly while the primary adventure takes place.