ShadowDragoonFTW wrote...
Actually, several of my tabletop game sessions have come to blows (in-game) over differences of character opinion. I've killed at least one party member because his ideals interfered greatly with those of the group, and I've had characters leave the game session over decisions before. Of course, I always have another character in mind waiting to step in. But, sometimes differences of opinion DO HAPPEN, and need to be dealt with.
When I GM sessions, it happens differently when it does. A lot of my players will do things "without the other party members knowing". Which usually involves a lot of Bluffing and secrecy, but it works, insofar is that, the "other players" have blatantly said that, if they ever found out about these events in-character, it wouldn't end well.
Dragon Age doesn't allow you to do such things. You can't just say, "Well, this whole quest is crap... I'm leaving." And DA2 blatantly prevents you from getting rid of characters whose viewpoints you feel don't match your own, once they're in your party (save for a few exceptions). In the same respect, I feel that the companions aren't allowed to just say, "Man, these guys SUCK. I'm going somewhere else..." when that would be a logical step in a lot of scenarios.
I admit I need more context to be confident in what I am about to say, but when differences of opinion do happen, is the first option to really fight it out and kill one another?
I played a game called Jadeclaw once (Chinese fantasy with anthropamorphic animals) where I was basically an exiled nomad who murdered his brother in law. The party didn't trust me because I was "the other" in the group, and I didn't trust them because they were foreign and strange to me in character. But the thought of them fighting me because I kind of gave the finger to how they did things never crossed through our heads,
We did play around with that. They didn't trust me but they tolerated me because I was decent with a bow I assume, and I acted as a doorman for this teahouse we would eventually come to own and protect. And when we had to venture forward we did so in a group, and we backed each other up as much as possible in a given situation, despite the lingering mistrust that slowly dissipated. Hell there were moments where I pretty much kidnapped people at night by swordpoint and brought them back to the inn for questioning, which they didn't like at all, especially since one of them was a magistrate-styled lawyer character.
I guess maybe my own experiences make it seem different to me. I don't know. Vhemently attacking party members over different ideals seems a bit silly when the point is to coexist with the party you're given. I do find it ok that they can leave, which a lot of the characters in Dragon Age II do, but they only leave at big moments which I feel is more approrpiate in terms of the plot.
I guess what I am saying is, there is no wrong way of acting here because its impossible to predict how people will behave. Its easy in hindsight to say that the characters would disagree so much they would leave, but then they have little character or complexity to them if they did.