[RPG] How to fix the group tension caused by the character stealing and possibly killing without provocation

alignmentdnd-5egroup-dynamics

I am a beginner to D&D. I chose to be chaotic neutral for the freedom of basically doing whatever I want. I was wondering if I was starting to be "that guy"… By that, I was hoping you know that people could tell me what counts as "that guy".

One example of a problematic incident was when I walked into a magic shop; the shopkeeper has no powers, and seems to be well fed and moderately wealthy. My character suggests tying him up and taking his stuff (including a bag of holding, the cause of all this). I want to let him go afterwards with about half his stuff. I was planning to blame it on the rising number of cultists who worship Tiamat and desperately need to arm themselves.

The other PCs are either lawful or good and are mostly okay with the actions, but the other players don't like my plan and seem irritable when I talk about it. They say they don't really think that that is the point of our campaign, so it really isn't a good decision.

How do I fix this issue with my group?

Best Answer

Consider the tone of the game.

The first thing to do is make sure everyone is on board with the tone of the game. You said you wanted a character that could do whatever they wanted. Sometimes that is perfectly appropriate. IN a light-hearted game meant to have plenty of comedy it may be appropriate to do truly random things because they are funny, or silly, or just amusing. That can be great, as long as everyone is on the same page.

Similarly, in a "villainous" or "evil" game, deciding to rob a shop-keeper may be completely appropriate. If the entire group is not "villainous" or "evil" though such an action could be expected to create intra-party tension and should either be avoided or done in such a way as to avoid the conflict with the other players.

Consider the impacts of your actions on the group and the world.

In any game, you should consider the impact of your actions on your group. That is the main way you avoid being "that guy". That doesn't mean you avoid all intra-group disagreements. Intra-party conflict can be a story in itself. But it means you do things thoughtfully, keeping the impact of your actions on the group and the story in mind. Depending on your group dynamics, it may mean discussing possible ramifications out of character before you do something in character.

Also, in a game meant to be played seriously (not all are), consider the way the world will react. Robbing a shopkeeper that has enough connections and resources to hire a mage to use divination to help with the investigation may mean that your character is wanted, while a less well off shopkeeper might prove a far safer target. Again, this doesn't mean you necessarily need to avoid doing it. Sneaking in and robbing a target is a time-honored part of many RPGs for characters with certain moral persuasions. But it does mean that you need to plan for both the likely later consequences as well as the immediate security needed to accomplish the robbery. It also means you need to consider how that fallout could affect the larger team if they are not all of the same moral persuasion.

Consider the spotlight

Also, when considering the impact of your actions on your group, remember to consider how the spot-light is shared. One possible approach to resolving the particular problem described might be to handle the robbery as a solo operation or with a smaller sub-group. But if you do that during the main group's gaming time that means that, unless handled with enormous care, you will be taking most or all of the spot-light for an extended period. It isn't always wrong for one player to have the spot-light for even an extended period, but it needs to be balanced out in some way for the others and it should be handled with the impact on the others in mind.

Even if you convince the entire group to come, it still means that the focus of the game at least for a while is on your chosen side-quest rather than the main plot. If the others aren't particularly interested in that side-quest it still shifts the focus in a way they may not like. That could be part, possibly the main part, of why they get irritable when you fixate on the plan in question. For busy people, and everyone at least thinks they are busy, game time can be precious and even having it side-tracked in game can be annoying.

Don't let alignment be a straitjacket.

Remember that alignment is meant mostly to be a description and not a straitjacket, especially in later editions like 5e. A lawful good character may be able to justify stealing under extreme circumstances and a chaotic evil character may well find charitable actions appropriate under some circumstances. Alignment can be changed and even without formally changing it, it should not be viewed as something which constrains a character's particular choices in a moment.

This especially applies when you think playing out your alignment in a certain way will lessen the overall fun for the group.