sleepykid said:
The discussion here probably deserves an article all on its own: how can you keep the IC stuff (however nasty and grim) from affecting your OOC interactions? And how do you know when it's not really IC behavior at all, and the guy is just an asshole?
Well, one possibility would be to have the rest of the party never find out.
It's what happened in our low-tech Shadowrun campaign. Our party consisted mostly of characters who gained their first runner experience through a chain of very inconvenient events, such as getting framed for the assassination of some pretty famous scientists at a conference and therefore being forced to lay low for a while. I was playing a Rigger, the teams driver, down in heavy debts from the very start, silvertongued but the kind of guy who'd panic immediately as soon as anyone pointed a gun even roughly in his direction. He was talented, in a way, when it came to hacking, driving or planning a coup, but he negated those talents by drowning them in whiskey. Lots of whiskey, to the party's disdain.
Still, he always had luck (when it came down to dice rolls).
So, one of his fellow comrades in the Shadows was a guy who specialized in extreme sports and was payed a shitload of money for the weirdest stunts by one of the bigger companies. To support him in his business, this company had invested quite a sum in implants, that gave the guy inhuman reflexes (since we were playing low-tech, he was the only player character with any kind of advanced implants). However, the downside to this was that the company was a little bit overprotective of their investment and therefore not really happy that he was regularly involved in illegal activities.
So one day, when the guy went out for a date with his ex-girlfriend, he never came back. Next morning, his best friends (one of his connections) bursts into our hideout gun-in-hand, asking who the hell betrayed him. This caught everyone at the table completely off-guard. Everyone was like "Damn, we've been framed AGAIN", sticking together to try and figure out what happened in the first place, since none of our characters knew at that point. And then, quite a lot of evidence turned up, that someone might
indeed have been up to something, like one of the other players finding an envelope filled with more money than any of us had ever seen and hiding it from the rest, the fence who kept terrorizing my character (since he owed him lots of money) turning out to be killed, but, on the other hand, my apartment being completely wasted (that is: even more than before) and such.
In the end, each and every player character seemed to have been hiding something from the others. To some point, it was sheer luck, I have to admit. My plan had been thoughtfully planned and executed, but there are always certain factors that you don't expect. Luckily, some of the other players helped me without realizing it, for example by finding the payment and hiding it.
They never found out who betrayed them.
And my sweet-talking riffraff-rigger somehow managed to convince everyone that it must all have been an incredibly mean set-up, talking them into a daring rescue mission ... betraying the company and finally cashing in double.
Still, even if it's been some time since the event, there's still the possibility that someone might find out. He's been doing good hiding it, so far. In this regard, the whole con was a success. But now I always have to live with the fear that one day, it might blow. And I must say, our GM won't give me an easy time. But this is what makes the whole P&P experience worthwhile. You make your choices, but you have to live with the consequences.
As far as our group is concerned, people appreciated the situation as an experience they couldn't under any circumstances predict and were more thrilled by just playing it out, than searching for the real truth. After the session, they joked about it, threatening each other playfully, but without any real inquiries.
PC-gaming is far from delivering anything near this experience. The potential might be there, but most companies reduce roleplaying to choices like patting somebody's back or stabbing it (twice). The Witcher was the only game so far (at least as I can remember) in which the player's choices actually
had real consequences.