...Where do you stand? What is your preference when it comes to TTRPG play and story?
At my table recently, I had a player who for lack of better phrasing, has some friction in the campaign. That is, they had a character who's personality clashes some what with the party.
e.g. They want to set fire to things (tm).
Trying to steal loot for themselves (often, right in front of others).
Gain leverage on a simp or peon if it seemed feasible.
Attempting to convince their party members to make the choice that is probably, less ideal, more selfish, etc. etc.
At one point, I did have a conversation with them out of the game just to check in?
I explained that if they really desired to do those kinds of things, it was doable, but they had to bear in mind that if they weren't careful, the consequences as a result of getting caught and convicted were quite high.
On top of that, if the party were to discover they were responsible, it wouldn't go over very well.
After which, I did
offer them an opportunity to do an undertaking which would involve those kinds of things mentioned above.
I ended up homebrewing a short, personal side mission (they decided to take one other member of the party with them) that yes, involved the potential of setting something on fire. There were also a couple hooks I added that tie into the main campaign, that they are now pursuing.
Anyways, their character got to set something on fire, and nearly succumbed to poison (stupid trap!).