Lanefan
Victoria Rules
Particularly for lower-level play, you're pretty close to the mark overall here.I wonder if your way of thinking on this goes hand-in-hand with what I've gathered about the way your table runs and plays from reading your posts over the years? Wherein it seems (to me) that your campaigns tend to appear much less about specific characters and more so on the experiences of the players? A player can have character after character die, but that's fine, because it's the player who is the one getting to experience everything the campaign has to offer, and not any one specific character. So with regards to "that's what my character would do!" character behavior... since the characters in your games seem to appear more disposable than other posters' games here (and feel free to correct me if I'm wrong, as like I said this idea I have is merely from just how you've talked about your games in the past, not from any concrete knowledge)... if a character is a jerk, that's completely fine because there's a good chance its going to get killed soon anyway (either from events in-game or perhaps even the other PCs throwing the character out of the group because that's also "what their characters would do"). It's a character behavior that will come and go just as all the characters continually come and go throughout the life of your campaign.
I could be completely off on this... and I fully admit this is me just spitballing... but I do have to think that when there is out-of-game knowledge by the players that a disruptive character is not going to be one they are going to have to deal with or suffer under for years on end... it's probably much easier to just laugh that character's actions off. But please feel free to let me know if I'm way off.![]()
Our games tend to be fairly lethal at low levels to begin with - kind of like a very slow-motion DCC funnel - even before any CvC stuff might rear its head, and so players tend not to get attached to their characters until one or two have lasted long enough and built up enough resources that if-when they die they are likely to be revived.
Thus if CvC shenanigans do erupt and a character gets killed or run off or whatever it's not that big a deal (and on more than one occasion a character that was run off has followed the party in secret, and come bursting in to save the day when the remaining party - including the player's new character(s) - found itself in over its head).
Story still evolving in my game: in the second adventure in this campaign - i.e. late 2008 - a couple of PCs ran afoul of the rest of the party, and after a crazy and unforgettable session of shenanigans those two characters were left bound and gagged in an inn room while word was quietly passed to the local slavers regarding some free inventory to be found in said room. One of these two was Turin Two-Axe, a Dwarf.
Fast forward a few real-time years and a later version of the same party is going through a modified version of the A-Series Slavers modules. Well, lo and behold, among the rescuees is good ol' Turin; who promptly retires from adventuring.
Now, fast-forward about 15 real-time years to last weekend and another Dwarf character needs a hench. Turin's player is still in the game and jokingly says "Hey, you're in the town where Turin was last seen - why not hire him?". As I'll ignore metagame considerations when it comes to getting a PC into a party, Turin "just happened" to be there and was hired - meaning a PC given into slavery 17 years ago by one party has just re-entered play with another.
Proof that getting run out of a party isn't always the end!