D&D 5E Sensing a rift growing between players

RPGs are storytelling games. Tell a good story, and everything usually works out.

Good stories where characters come into conflict require resolution. Either they kill each other, or they work out their differences and come together to beat a common foe. Whenever I have PCs and players in conflict, I give them something in the story where their combined efforts play off each other and result in a big win for the team.

To think of it another way, there is a saying in the NFL that only losing teams have bad locker rooms. Winning fixes a lot of problems. If things get too angsty, give the group a flashy win and a lot of problems dissipate.
I did have something scratch around upstairs I may have Mr mech abducted and ransomed back see how it goes
 

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It happens. Often there is one person in the group who likes not fitting in (wants to play evil, goof off, always hit the red button, always do stupid and/or risky things).

We all can't play Paladins or Lawful Good all the time
Sometimes we play Characters with very low Wisdom
 

We all can't play Paladins or Lawful Good all the time
Sometimes we play Characters with very low Wisdom

There's a fairly wide-berth between uncooperative characters or disruptive characters and lawful or wise characters.
 

There's a fairly wide-berth between uncooperative characters or disruptive characters and lawful or wise characters.

There's an even wider gulf between disruptive characters and disruptive players. The former can be made to work, the latter can't.
 


There's an even wider gulf between disruptive characters and disruptive players. The former can be made to work, the latter can't.

I disagree, since IME disruptive characters tend to be the brainchild of disruptive players. People tend to play to what they know. I have rarely seen a disruptive character not eventually create disruption between players. Every time I've played with disruptive characters (go-my-own-wayers, always-pushing-the-buttoners, hit-first-questions-laterers) it tends to work back to a player whose intention is to cause disruption for his own personal enjoyment at the expense of the other characters, players and the game as whole.
 

I disagree, since IME disruptive characters tend to be the brainchild of disruptive players. People tend to play to what they know. I have rarely seen a disruptive character not eventually create disruption between players. Every time I've played with disruptive characters (go-my-own-wayers, always-pushing-the-buttoners, hit-first-questions-laterers) it tends to work back to a player whose intention is to cause disruption for his own personal enjoyment at the expense of the other characters, players and the game as whole.
Those cases certainly sound like disruptive players. A disruptive character can be many things, but if played with conscientous players, it absolutely can be fun for the entire party. It's probably much easier if you have an experienced tight-knit group of players, but I've seen it done successfully in other circumstances as well.
 


Why did you decide to unleash a Fireball in a confined space full of PCs?

The times that I have played in a game that something like that happen the wizard was after the damn +6 sword of Kas

or they were paid to kill every one

Or etc....

but there are times when the Fighter in one game or a druid in another, hid or went to some other room and did not help the group fight

so there are times when you tell them to stop or you are outa here
 


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