I do several things to keep the player characters interested and invested in each other.
- At the start of the game, I insist that players coordinate backgrounds (subject to my approval) such that each character know at least one, and preferably two or more, of the other characters. In general, I prefer these connections be positive; the most negative I will usually tolerate is on the order of a friendly rivalry. In general, I also prefer that if you start from any one character, you can get to any other character by following these pre-arranged links. (In graph theory language, the players are all connected, although indirect connections are fine; the alternative would be two more more sub-groups connected internally but not to each other.) And finally, I try to ensure that each connection is more than trivial, but not necessarily life-binding.
So for instance, "We met in a bar twenty years ago and never saw each other again," is trivial. "We are cousins who are best friends and we are rarely separated," is life-binding and more than I look for (although it's fine if that's what they want.) Things like the following are what I look for, and/or what I've seen in the past:
- Our characters served in the same unit years ago, and knew each other, but haven't kept in contact...
- I served as a mercenary escort once, while he was travelling with his master from here to there; along the way, this happened....
- We weathered the siege/plague/earthquake of wherever together some time back....
Now, some players are genuinely not wired that way-- if you ask them for backstory, they freeze; if you given the one, they can't connect to it. When I run into a player like that, I have to respect that, but I try very hard to get everyone to adhere to the guidelines.
That does not directly solve the problem. (It actually solves the problem of getting the characters all on the same page at the start of the game.) But it does often give me enough to work with to do the following:
- With enough insight into character backgrounds, and with overlapping backgrounds, I try to give every character an mid-term to long-term goal or plot arc, and then I try to modulate that by giving at least one other character a minor to moderate interest in how the first character's arc plays out.
It's important (to me, for the games I want to run) that these arcs not be strictly opposing: If one character has sworn blood-vengeance on an NPC, I won't give another character the goal of keeping that NPC alive. But I might give another character the goal of getting something from that NPC before his death, or getting the NPC to do something, etc.
And I also try to modulate this in another direction by giving other characters-- ideally, not the same one-- influence over the plot lines. So continuing that thought:
- Player A has sworn to kill Sir Odious, his parents' killer
- Sir Odious has information that will help Player B in her quest to do something else
- Player C knows someone who can be bribed into giving up information about where Sir Odious will be
In that way, for each of the various player sub-quests going on, at least one or two others will be involved somehow, even if only at the periphery. Ideally, Player B has some motivation for something to happen, and Player C has something he needs-- something at least moderately costly or risky. They are invested.
One thing I would not do-- at least not again-- is what you tried:
I've had players create characters (with backgrounds) completely secretly from each other with the hopes of allowing the character interaction to be heavily role-played at the table. Didn't work because of very incompatible characters.
I've never done that, specifically, but I've inadvertently done similar things and it never worked well. It seems like it should work, especially if you pattern it similar to what I've outlined above, but there's a structural weakness to it: If the players, starting out with the relative blindness of only knowing their little part of the background, they just might not see those connections you built in for them, and won't give themselves the incentive to start sharing information. And if your players were the sort that would do that naturally, you wouldn't have to go through these acrobatics in the first place.
My suggestions, coming from the other side of the fence where I (and some of the other players) feel that the DM plays a little too fast and loose with the rules, and makes changes to things that we think ought to be "canon" for the well-known world we are playing in:
1) Be willing to consider that the player may be right. Allow him to make a brief argument referencing the rules. Then make a ruling. Make a mental note of how often you rule against the player versus how often you change your mind and agree with him, and try (later, outside the session) to assess whether you're being particularly harsh and/or truly weakening one character's abilities relative to the others'.
2) Be firm if you still disagree with him. If he still disagrees with your ruling, tell him, "I need to ask you to go with the DM ruling for the moment and we can discuss it more later outside of game time, to figure out how we'll play this type of situation in the future."
2a) Try to offer the player another way to reach his objective. Say something like, "Look, the rules say that you give away your position if you attack from hiding. If you then, in full view of the enemy, duck behind the same tree, they are going to know where you are, even if you are so well hidden that they can't perceive you. Thus you do not get the advantages of being hidden in that case. Now if on your next turn you stealthily move to the next tree and hide there without being noticed, and then attack, that would be unexpected and give advantage."
3) Ask players not to use the Monster Manual at the table, and to avoid using metagame knowledge about monsters. That said, try not to mess with well-known monsters in a canonical setting without a really good story justification. If you're playing in a canonical setting, Mummies are going to be something that most adventurers will know the legends of, and the way that Mummies are described in this universe really does preclude a "good-aligned Mummy". If there's going to be a good-aligned Mummy, there should be a good story to go with that, to say how that happened contrary to the usual Mummy creation process, that the PCs have at least been given hints about. Otherwise, yeah, it's pretty appropriate for a PC to automatically kill any Mummy he comes across on sight. They will know the stories....
Note that the 5e MM does say (page 7 if need a reference for your rules lawyer):
The alignment specified in a monster's stat block is the default. Feel free to depart from it and change a monster's alignment to suit the needs of your campaign. If you want a good-aligned green dragon or an evil storm giant, there's nothing stopping you".
However, unless there is a good story behind the anomalous alignment, and your PCs have access to clues about that story, I think it would usually be better (and annoy your players less) if you either make up a new monster that isn't in the MM, or be clear that you are playing in a non-canonical setting and using monsters that don't match the descriptions in the MM. Even in a canonical setting, you can play variations on less-legendary monsters, but be clear (out of character) with your players that this is what you are doing. In all cases, allow the players relevant checks to recall some in-game, in-setting lore about the monster you are actually playing.
For example instead of just putting in a good-aligned Mummy you could say, "You see a medium-sized humanoid, wrapped in bandages. Make a religion check". Tell everyone with a low score that they think it's a Mummy. Tell whoever got the highest check, "Because of [some detail that they can perceive] you think this might not be a true Mummy but rather a Pseudo-Mummy. Pseudo-Mummies are created by a different process than True Mummies and in some cases can maintain their pre-death alignment." If you want, you can go into the process more, or you can just say that the character doesn't know any more than that. Now you have a good-aligned Mummy that your player shouldn't complain about.
4) Consider having a talk with the players about what game everyone wants to play. You have a conflict in play style with the "rules lawyer" player. Do the others also want to play "his" game, or do they prefer your approach? Can whoever is in the minority live with adjusting their expectations to what the group as a whole prefers? Can there be some compromise?
Best Answer
I have a personal favorite line I give to players who are trying to argue about this:
And if they persist...
As you have stated, this player is not actually disrupting the game itself with their planning and plotting--so it seems to me that the main thing you want is to terminate the arguments. The simplest way to do that is to not argue.
As soon as you engage this person on their myriad ideas to shoot them down, you're prolonging the discussion. This is a similar effect to the "Don't feed the trolls" policy across the internet in general. By engaging with them, it feeds the argument and makes it go on longer. You don't have to use my line...but when you do not want to engage in a debate, dismissing it is frequently better than engaging with it.
Once done...you have two basic options.
Option A: Simply make sure the party doesn't encounter one of these beings. It's all theorycraft at that point and thus harmless. And by refusing to engage in the debate (and getting the rest of your players to do the same), it's essentially diffused.
Option B: Should the player encounter that being and try their plans...let things play out as they ought to. Player's character gets eviscerated, eaten, locked in perpetual orbit around a point three seconds to the left of the future, mazed, or otherwise thrashed. Expect protesting and whining, and having to put your foot down as the arbiter of the rules.
A line I dropped in that case was
Player wasn't particularly happy with me, but I moved things along, they rolled up a new character, and we carried on.