What I said was "no-one -- GM or player -- gets to run a character that the players would prefer not to have around". This is a statement about players -- I made that very clear -- if the players prefer not to have a character in the group, it doesn't happen.
How many players does it take to veto a character? If it's just one, you've got a problem: a player could keep vetoing characters until the party lineup was exactly what that player wanted. Add another player doing the same thing but with different tastes/preferences and bang goes that game.
If it takes more than one player to veto a character, where do you draw the line?
Also, how do you handle (or would you even allow?) characters with major things about them that are hidden from the other players/PCs, e.g. a character who is one class (say, Druid/Fighter multi) masquerading as another class (say, Ranger); or one who is running as one class (say, Fighter) while hiding a second (say, Thief)? I've done both of these combos as player - the "Ranger" had them fooled for the whole time he was with the party (just one adventure, sadly).
Further question: can a character be player-vetoed after it's already been in the party for a while? If yes, that sounds like another recipe for disaster.
What you said was "there was inter-character drama but the players kept in managable" and you are making a statement about characters not wanting other characters in the group.
I assume you just read hastily, but honestly, this is a very basic distinction that must be understood in any discussion of role-playing games, and substituting one for the other doesn't help the discussion. So, just too be clear:
Inter-character drama is a good thing. It is common in every campaign I am involved in. My current pathfinder character hates my wife's character and wishes they were not in the party. Myself (the player) and my wife (the other player) do not hate either character and neither of us (the players) want the other character not to be in the party.
That's great! You've kept your characters' feelings separated from your own - excellent.
My worry with the player-veto system is that it just turns the whole thing into something of a meta-popularity contest. Far better IMO to just sort it out in-character and base things only on whether the
characters want a character around. Otherwise I could see this fairly quickly becoming an example of players telling other players what to play and-or how to play it.
I'm actually a big fan of the DramaSystem system where the characters are massively adversarial and are typically driven to passionately hate one another. The last time I played, one character forced me to drink poison, crippling my character for life, and I tried to get her killed, but settled for exile. As the name suggest, DramaSystem is designed too feature inter-character drama. But when we draw up characters we are careful to make sure that the characters will be fun for all the other players to enjoy.
That sounds like a cool system.
Making characters fun for others to enjoy, however, can come down to guesswork even in groups that know each other well (says he, speaking from experience). Sometimes a character seems fine on paper and even in play but for some reason the other players just don't like it (even if their characters do like it). I don't think that's reason enough for the character to get the boot on the meta-level.
Conversely, even if the players love a particular character, if the
characters don't like it then it very much could get the boot.