
tcavagne |
I'm running a campaign starting in a few weeks. It's set in a home brew world, and the premise is an airship race around the world. I made a players' guide to explain the setting, and even included a bunch of campaign traits that I THOUGHT would get my players to be willing to work together from the get-go. I didn't anticipate any problems, because I've been DMing for these guys for a while and they've always been inclined to play good guys before.
This time, though, they all created their characters separately and emailed them to me at roughly the same time. When I opened my email, I found a chaotic good summoner, a total neutral rogue... And a lawful evil fighter.
These are good role-players, and I'm afraid their characters are going to take issue with each others' decisions and attack each other. Any advice?

man-li |
It might be a good idea to listen to the Fear the Boot episode on Creating a Group Template. By starting with a group template everyone can agree on what the group is about.

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If they are truly good roleplayers, it may not be an issue. Different alignments don't have to be a reason to shed blood. Lawful/Chaotic or Good/Evil acquaintances, business partners, friends etc. are possible even likely in any city or setting.
Barring Detect Alignment spells or the presence of Paladins, they really won't even know each others alignments. They will just know that, 'that guy can be kind of a jerk sometimes', or 'he sure does worship a messed up deity', as long as this can be followed with, 'but he does watch my back', I don't see a problem.

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It might be a good idea to listen to the Fear the Boot episode on Creating a Group Template. By starting with a group template everyone can agree on what the group is about.
sounds like fun! let em have at it and may the best man win!

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These are good role-players, and I'm afraid their characters are going to take issue with each others' decisions and attack each other. Any advice?
In a heroic game, I let the players know that they're all welcome to create whatever they want with just one requirement: the characters have to be willing to work together. They don't have to love each other. They can be ambivalent and argue with one another (how many such characters do we see in literature, movies, etc.?) but, when it comes down to it, they know they're a team.

Doug's Workshop |

These are good role-players, and I'm afraid their characters are going to take issue with each others' decisions and attack each other. Any advice?
The best advice I have is to let the players know that jerkery won't be tolerated. Honestly, most players who play "against" the other players are playing selfishly, and deserve to be dropped off a cliff.
I don't see enough information to tell if the players will play well with their chosen characters. However, creating their characters in a vacuum probably didn't help. They need to start communicating what they're playing so that character concepts don't start running up against one another.
Enforce that rule first, and see how they react. The second rule to enforce is "No jerkery allowed." Remember, you're the GM. It's no fun for you if the players behave poorly. Let them know that, let them know when they start acting like two year olds, drop a dragon or two on them when needed, and you should be fine.

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Well, my knee-jerk reaction was to answer "Kill them first."
But really, the only real answer is "Talk to them about it.'
Send 'em all an e-mail letting them know of the differing PCs and a quick reminder that, while you want them to enjoy their character background, they have to work together for metagame reasons, no in-fighting.
Maybe the LE fighter is all about converting souls to hell, but, for this adventure he's gonna just show by example, not actually pressure the CG caster -- because according to whatever vision he got from Moloch, that tactic won't work with the Summoner, better to plant the seed and 15 years from now the CG Summoner will convert on her own.
Maybe the Rogue likes to steal and manipulate others but for this adventure it's better to back off because it would be self defeating to get the LE and CG PCs to go against each other.

tcavagne |
Thanks for the advice, guys! Very helpful. I'm just a bit concerned about CG and LE working together--their backstories are quite different and dramatic, and they're going to play a large part in the storyline. I'm not quite sure how to get both of them to work together to protect the rogue, especially if he's on the run from a rather large and dangerous organization. If I can get them to ally against this group, though, I think I have nothing to worry about.
In response to Doug:
No worries there; there's never been any jerkery with this group. I'm worried about character disagreement, not player disagreement.

Goth Guru |

While the LE character is immune to evil attacks and can use (more or less)poison, they will be detectable. They probably want the prize money to buy an item that hides their alignment. The big problem is friendly fire from aligned spells. Summoned Hound Acherons will attack the most evil being first. :(

Doug's Workshop |

In response to Doug:
No worries there; there's never been any jerkery with this group. I'm worried about character disagreement, not player disagreement.
Most likely, you won't have a problem. Just make sure they talk to each other to iron out any character issues.
If you watch the iconics, you'll note that one is lawful evil. Alignment isn't a straightjacket, and evil can work with good. The chaotic good character probably has a more irreverent, devil-may-care attitude, but that doesn't mean the two can't work together.

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No PvP. I won't tolerate such carp. The few times someone brings that up -- that it's within character and all that jazz, etc., -- I tell them this is a game, I'm the GM, and if you want to run your PC that way, fine, take over the GMing duties.
Oh, and what everyone else said about mature roleplaying above.

far_wanderer |

I won't tolerate such carp.
Now that's the most entertaining typo I've seen all day.
Back on-topic: step one is always to talk to the players ahead of time and see if they think there will be a problem. That particular alignment spread may have more potential pitfalls than most, but that doesn't mean your party will fall into any of them.

Cenobyte |

Complete agreement with MerrikCale on killing them first.
Yup... sounds a good situation for the good old burning piano falling down on the PCs from outer space. ;)
Actually - I gues it would be the duty of your players to make this work. You provide the story, and they make something out of it. If they start to ruin the game, forbid it, or really: kill them, to teach them not to start such crap again. The alignments give you some cool ideas on how to behave in certain situations but as long as you are not a paladin, nothing is set in stone. Also... maybe one of the players would like to overthink his alignment again. I mean, just talk to the guys, maybe you can simply deal something out? Wouldn't lawful neutral also do it for the evil fighter?

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Thanks for the advice, guys! Very helpful. I'm just a bit concerned about CG and LE working together--their backstories are quite different and dramatic, and they're going to play a large part in the storyline. I'm not quite sure how to get both of them to work together to protect the rogue, especially if he's on the run from a rather large and dangerous organization. If I can get them to ally against this group, though, I think I have nothing to worry about.
A common enemy is the greatest motivator. Let them win early on a small victory against it by working together and they should consider each other precious allies rather than potential enemies.
BTW : check the OOTS strip, especially when they come into conflict with the paladin : the LG leader (Roy) stands up for the CE party member (Belkar).
Even a Paladin is allowed to associate with evil characters for the greater good. Alignment is no reason for characters to be unable to work together.
Maybe you can organize a quick pre-game session where you explain the situation to all players and ask them to help you find ideas explaining why their characters work together. This kind of collaborative work between players should also motivate them to keep on working together even when they are acting "in character".