mhacdebhandia
Explorer
Or if the players involved in character versus character conflict are the type of roleplayers who don't identify with their PCs to the point of resenting that conflict.jester47 said:people take it personally because they typically have one character in the game. One players character attacking another players character is interpreted as "I want you out of the game" and it thus taken personally.
The other factor is that oftentimes people create characters very carefully. Long gone are the days when everyone rolled stats and then picked thier race and class according to what they rolled. When you randomly generate the character, the attachment is lower.
The only way PCvPC works is if the players control multiple randomly generated PCs in the campaign and the campaign itself has a high attrition rate.
I don't pretend to be my character, and I think that has something to do with my detachment from their success and failure - I am more interested in what their "life story" is going to be than I am invested in seeing them succeed. If their failure and death is an interesting story, then I'm as happy to play through that as I am to play through their rising above hardship and reaching their goals.
Sometimes I play characters with goals I wouldn't like them to achieve in real life, too! I don't have that level of discomfort with evil or selfish PCs that I know many gamers have, because while I'll play those characters exactly as committed to their goals as they would be if they were real people, I don't have a personal investment in their success.
Maybe it's just that I enjoy the journey as much as reaching the destination.
Two fellow players in my first Third Edition campaign, at least one of whom I know is deeply invested in his characters and identifies with them strongly, played out a strong dislike, distrust, and rivalry between their characters throughout the two-year campaign. Both players were good friends, with no out-of-game issues driving their characters' conflict apart from a mutual desire to play through such a hatred. Each played his character's motivations in this instance to the hilt - and, while I know that each of them hoped their character would prove the victor, I also know neither one of them would ever have had any hard feelings if they had been the loser.
That's why I argue that a dislike of intraparty conflict is situated in the "traditional" party-of-heroes model of D&D adventuring and gameplay - it's inimical to the teamwork and moral outlook assumed by that style. Even gamers like me who aren't possessive of their PCs or invested in their success can be irritated by expecting to play in that style and finding out that other players aren't willing to go along with it.