[RPG] How to deal with the group having issues with the character

group-dynamicsplayer-characters

I am fairly newish to D&D. Our group plays every week and I have been a GM before. My character is fairly chill, chaotic neutral and will often get distracted for a few moments looking at something or talking to someone, as it fits into her character. She will often be the one to push the button in the middle of the room, or lick the wall etc. A real yes character trying not to block anyone else's ideas.

The other players however, one in particular shut her down at every turn, undermining her to NPCs making out like she is annoying and pathetic and often at times it can get hurtful as it seems to be aimed at me personally.
We get along great in real life but anything my character says Is shut down, even when my ideas are good, they will chat about it and then either do what I had said or ignore me completely.

When everything is getting a bit too serious during times that are not serious, my character may do something to bring the story back to life. The GM loves it and will always let me go for it, as the story is richer and more enjoyable and I will feed more into some of the story elements he has done. The group however want to follow everything to the book.

The campaign we are playing, I have been tasked with looking after the money etc from our group business, and even though it is my role (we all have our own), I get no say in anything ever. I don't even see the point having the role. As it is always 2 against me.
I roll a lot of natural 20s and the GM will allow certain things and the group will straight up say no.

For example tonight we were having a long rest, and my character was having a bit of fun and while they slept, put mud on their hands and woke them with a feather…when they woke they got a muddy face. Nothing major, just a little prank. It's not real. And one of them set their familiar onto me to attack, which I of course batted it away… I am a tabaxi, I have claws… the GM made me roll to hit it and with my roll it died (can be brought back with a spell). This is a great twist to the story!

An ogre then attacked us due to all the noise they were making about it and the ogre ruined their tents, Instead of the characters continuing on, etc, instead they both start getting actual mad at me, blamed me for everything. Started using spells to grovel to them and trying to hurt me on purpose and leave me in the forest and go off and continue the adventure. Their words and behaviors actually made me the person feel so shit. It was not intentional and it was not permanent. I mean, is this not the point of the game, to have moments that you can not control, or you might mess up etc.

The person who had the bird has actually nearly killed my character by accident during the campaign and I didn't freak out and go on some kind or attack mode.

The last few sessions I am not having a lot of fun, as one of the characters in particular takes over the entire story, tells you no if it's not what they want to do and the character is really not nice to play with. So serious and straight.

I try to talk about it but often get shut down.

Do you think I need to find a new group? I was actually nearly in tears tonight, it was embarrassing and it's a game – a game I take seriously but fun is supposed to be the main component.
I love my GM and would be gutted but our characters do not seem to mesh well.

Best Answer

We have only your description of the situation to go by, and therefore we can't fully know the situation. However, what I gather from your description is that your behavior is a very significant part of this problem.

You are enforcing your own tone on the game

For starters, I recommend you to read about My Guy Syndrome, because it sounds like a significant contributing factor to the problem at hand.

You describe your character thus:

My character is fairly chill, chaotic neutral and will often get distracted for a few moments looking at something or talking to someone, as it fits into her character. She will often be the one to push the button in the middle of the room, or lick the wall etc. A real yes character trying not to block anyone else's ideas.

I highlighted the last sentence because it gives me strong MGS vibes. While you take care to point out that your character is very permissive of other peoples' ideas, the way you're playing that character is also enforcing a very particular tone on the game. To draw a comparison: a singer in a barbershop quartet might allow anyone to sing in any key they like, but if they only sing in one key themselves, the others can't produce all the harmonies they'd like!

For instance, suppose your fellow players want to play a serious fantasy story. You don't see people licking walls or pushing nuclear launch buttons in, say, Lord of the Rings or Narnia; certainly not the protagonists, at least! If that is the tone others in your group expect, the way you're playing your character is actively detrimental. Not permissive, but obtrusive.

Other examples point towards the same direction:

When everything is getting a bit too serious during times that are not serious, my character may do something to bring the story back to life.

This sounds to me like you are putting in an effort to keep the game from becoming "serious" – taking into account that other players might want a more serious game than you, you should realize that your actions can be seen as directly counterproductive towards an enjoyable gaming session.

For example tonight we were having a long rest, and my character was having a bit of fun and while they slept, put mud on their hands and woke them with a feather...when they woke they got a muddy face. Nothing major, just a little prank. It's not real.

This is another example of you taking the tone of the game into your own hands. As you say, "it's not real", but as you've seen yourself it's still very possible to ruin others' fun through it.

In a nutshell, you frame the problem as the other players being too restrictive while you are just "trying not to block anyone else's ideas". However, to me it seems you're repeatedly taking control of the game to inject your brand of silliness that the others seem not to want. I'd recommend taking a step back and really, really critically analyzing your own behavior and thinking things through before resuming play with the group.

Setting expectations

There is no single right way or wrong way to play RPGs. The only thing that matters is that everyone enjoys themselves, and no one gets hurt. In order to do that, you must reach a consensus on what kind of a game you want to play: silly, serious or downright angsty? Hardcore tactics or freeform MacGyvering? Grievously hard, forgiving or something in between? Et cetera, et cetera.

No consensus is ever perfect and there is no foolproof way to avoid conflicting expectations on what the game is going to be like, but you can reduce the amount and intensity of conflicts as well as ease conflict resolution by working towards establishing a culture of open communication around the table. Do not be afraid to tell the other players what you expect out of the game, but also listen to their expectations. Tell what you would like to happen, listen when they tell their side. Work out agreements instead of pushing your own way until everyone hates each other.

One popular tool we use for this is the Same Page Tool. It looks like a survey, but it's actually intended to be used as a conversation starter among the whole group, not filled out individually. It covers a range of topics that are common points of strife in groups that do not discuss their expectations beforehand. Do not hesitate to fill in the gaps based on your personal experience: you should definitely have a talk with your group about whether the levity you've been injecting in the game is working as intended for your peers.

Finally, I recommend beginning each TRPG campaign with a Session Zero, as well as having smaller discussion sessions before or after each or every other normal session, to continuously gauge the group's feelings and desires for the game. I'll stress that these are not things that only the GM should care about: everyone in the group can contribute to creating and maintaining a culture where you can work together towards the game that makes everyone happy.