Yora
Legend
My campaigns all require that all PCs generally like each other and want to work together. That's really the only requirement I make other than the available race and class options for the setting. Otherwise it makes no sense for a PC to be in the party and why would the other keep dragging him around?
If players think they have good reason to turn on another PC, that's fine with me. But the last word is always with the player whose character is being targeted. That's the one instance where anyone has a say on what someone else's character is doing. The character can still want to turn on another PC, but if that player decides that he's not going through with it, that's it.
I had one case in which a player wanted to pick a magic item from another player's pack, but since I got a note that the character is only going to study it while the other sleep and then put it back, I went through with it without asking the player who had taken the item for safekeeping, specifically to make sure the other character isn't fiddling with it.
The player was going against the specific agreement of the rest of the party that the magic item should be left alone, who even took steps to keep that one character's hands away from it. That's a player causing conflict with the rest of the party, but since it didn't mess with anyone else's characters, I saw no reason to stop it. The fallout of it is for the players to work out.
If players think they have good reason to turn on another PC, that's fine with me. But the last word is always with the player whose character is being targeted. That's the one instance where anyone has a say on what someone else's character is doing. The character can still want to turn on another PC, but if that player decides that he's not going through with it, that's it.
I had one case in which a player wanted to pick a magic item from another player's pack, but since I got a note that the character is only going to study it while the other sleep and then put it back, I went through with it without asking the player who had taken the item for safekeeping, specifically to make sure the other character isn't fiddling with it.
The player was going against the specific agreement of the rest of the party that the magic item should be left alone, who even took steps to keep that one character's hands away from it. That's a player causing conflict with the rest of the party, but since it didn't mess with anyone else's characters, I saw no reason to stop it. The fallout of it is for the players to work out.