A lot of my issues when people use the "that's what my character would do!" reasoning is that while it might work for that one specific instance when they do something counter to the desires of the rest of the group... that reasoning when taken to its logical conclusion means the character should never have gotten to that point in the first place. Because they would have left the adventuring party or been thrown out by the others in the party much, much earlier.
For instance... any time a PLAYER makes a cowardly PC that runs away from most fights without having specific instances or reasons as to when they wouldn't run away, or when they would actually fight against their fears and stay and battle because they knew they had to to be a good friend and party member... my first question would be "Why the heck is this character still going out adventuring if they are so afraid of being hurt? And why are the rest of the party members still dragging their sorry ass around with them?" (other than the other PLAYERS agreeing to do so because the first PLAYER wants to play the D&D game with them.) But that's an entirely out-of-game conceit-- the PLAYER is allowed to have their PC stick around the group because they want to play D&D... even though there is zero reason in-game why their character would remain with them with the way they are behaving. If the only reason one can give as to why this PC is still with the group is because the PLAYER wants to play D&D... that tells us that something is really wrong with that character they created.
I think having character flaws for your PC is fantastic when you use them as something to fight against in your nature. When your character wants to behave a certain way but can't (or won't) because they know if they wish to remain with this group of friends and acquaintances and continue to adventure with them and accomplish their goals... they have to subsume their desires most of the time and be a good doobie. Like if your PC is Greedy... it is narratively more interesting and less intrusive to the game when your PC is fighting against being greedy for the good of the group, rather than just stealing everything in sight. Your character may WANT to steal everything... but the more you can play it such that they don't, and thus not cause issues every single day in every single town because you aren't pickpocketing or breaking and entering everything in sight just because "that's what my character would do!"... it keeps the game moving forward and keeps it more fun for everyone. But even better... by being a good doobie most of the time and fighting against not doing what your character really wants... it gives you as the Player the license to perhaps have that ONE TIME when you let your PC make that "big mistake" and take something that actually causes a lot of problems for everyone in the group. If you have been purposefully holding back on your PC being a jerk and causing issues because it makes for a more interesting characterization and helps explain why the party might actually be willing to keep you around (because of all the other good things you add to the party)... they are going to be more willing to just have fun and run with it when that big oopsie! happens. And they'll be just as interested to see what happens and what they are going to have to do to get out of it that one time you finally let your PC loose.
For instance... any time a PLAYER makes a cowardly PC that runs away from most fights without having specific instances or reasons as to when they wouldn't run away, or when they would actually fight against their fears and stay and battle because they knew they had to to be a good friend and party member... my first question would be "Why the heck is this character still going out adventuring if they are so afraid of being hurt? And why are the rest of the party members still dragging their sorry ass around with them?" (other than the other PLAYERS agreeing to do so because the first PLAYER wants to play the D&D game with them.) But that's an entirely out-of-game conceit-- the PLAYER is allowed to have their PC stick around the group because they want to play D&D... even though there is zero reason in-game why their character would remain with them with the way they are behaving. If the only reason one can give as to why this PC is still with the group is because the PLAYER wants to play D&D... that tells us that something is really wrong with that character they created.
I think having character flaws for your PC is fantastic when you use them as something to fight against in your nature. When your character wants to behave a certain way but can't (or won't) because they know if they wish to remain with this group of friends and acquaintances and continue to adventure with them and accomplish their goals... they have to subsume their desires most of the time and be a good doobie. Like if your PC is Greedy... it is narratively more interesting and less intrusive to the game when your PC is fighting against being greedy for the good of the group, rather than just stealing everything in sight. Your character may WANT to steal everything... but the more you can play it such that they don't, and thus not cause issues every single day in every single town because you aren't pickpocketing or breaking and entering everything in sight just because "that's what my character would do!"... it keeps the game moving forward and keeps it more fun for everyone. But even better... by being a good doobie most of the time and fighting against not doing what your character really wants... it gives you as the Player the license to perhaps have that ONE TIME when you let your PC make that "big mistake" and take something that actually causes a lot of problems for everyone in the group. If you have been purposefully holding back on your PC being a jerk and causing issues because it makes for a more interesting characterization and helps explain why the party might actually be willing to keep you around (because of all the other good things you add to the party)... they are going to be more willing to just have fun and run with it when that big oopsie! happens. And they'll be just as interested to see what happens and what they are going to have to do to get out of it that one time you finally let your PC loose.
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