Most of the attempted PKs I've had the pity to witness were all for metagame reasons. Most didn't even try to concoct a in-game motivation for the action. What was really frustrating how bone headed these guys were when they were mad at me for stopping the insanity. Now a days, these same gamers are on my banned list, though one of them "sorta" apologized with a "Well, I was 17 at the time, what did you expect?"clark411 said:I don't allow it anymore.
In an Exalted game I ran, players were all paranoid from previous WW experience and went on an arms-race Charm wise to try to become powerful enough to fight off other PCs if need be. The plot, the natural development of the characters, and just about all the fantasy of it was quickly whittled down to "I must protect myself, keep as much info I learn private as possible, and be ready to strike down my friends at a moment's notice."
In almost every DND game I've seen PC death in, the newly-departed's replacement was typically geared and designed to kill the player character who killed his predecessor. Typically, getting back meant more than moving on, and there's no surprise to it really. If you waste 9 months of someone's play, it either rears up and bites you in the rear, or you get to take the "and I'll kill anyone who gets in my way" stance. Where's the fun in that?
Double-crosses, political / social backstabbing, and general prankery are fine in my book, but actually ending the story for a character is a big, serious, No No now.
The worst was a dude (another teenager) who was trying to find excuses to kill all the NPC, PC and then himself. I told him we could use Parinoia instead, but he said it wouldn't be fun if everyone one else was trying to do it.