
Originally Posted by
Kestrel
Actually, I don't consider the quiet farm-idea stupid. In fact said character could start to see that they are actually also being a threat to the world, or is being crushed under the weight of responsibility, is afraid of their party members or can't handle one single more encounter with dragons. There are plenty of reasons to justify it. My point was that, while it's fine that a character may act, opposing the general direction, they have to understand that events can go on as planned. If someone says to me "Hell no we're not going through the caves of Mordia." And all the players agree. Then fine, they won't. Instead of being ambushed by orcs, an ogre and a balrog, I'll have them deal with whatever fiends and weather conditions they'll find in the mountains. If the group splits in two... Well it's gonna be harder for both parties and as the GM I'll later find ways to keep both parties relevant to the same overaching story. Or kill them.
Generally what both of you say is that railroading is bad. Which, yes, it is. Now however, look at this;
ALL characters act how they want to and none of them in anyway end up being tied to the main storyline. Making that epic quest to save the world transform into a sandbox RP where everyone plays alone. You just listed the 'plot' perspective extreme, but that right there is the 'character' perspective extreme. Technically speaking, characters can say "Fuck main storyline." all the time. However what makes an RP is not having a bunch of different perspectives, it is the interaction between players. Lacking that, because of "Never compromise character, not even in the face of RP death" kills the game for everyone. If it even was an RP to begin with.