
On the matter of power levels and clashing microcanons: Ussually, I'd recommend to try to merge both the group's microcanon and the player's microcanon into a single one. The only way to do this is to discuss it OOCly. The other way is for the participant to ignore the clashing parts of the microcanon during interaction, trying their best to avoid them coming up or handwaving them if they do.
However, you have mentioned that, in this case, the strifing character is acting in such a way that would mean he should get kicked in-character from the organization. This tells me this character isn't fit for the group in the first place. He should leave the organization in-character. OOCly, however, if everyone's fine with the player and the character keeping in touch, then there's no reason for him to stop interacting with the group completely.
It can also be handwaved with other reasons. For example, maybe he brings some very useful set of skills to the group that cannot be easily replaced. Or maybe his lack of respect for authority is not seen as a deal breaker by the authorities theirselves.
The way I'd handle it is to approach him in-character first. Then, if the character doesn't agree to change ways, talk with the player OOCly about ways that will not break character for anyone. If he insists that his character would never change his actions, not even for the sake of staying in the group (as in, respecting the authorities but not really), then an in-character kicking is probably the best way to mantain internal consistency.
As an example: I had a character joining a group and then be immediately kicked afterwards for doing something the group's leaders disliked (trying to run away with an asset, which in some ways was also a kidnapping...but details!). ICly, she was not part of the group anymore after the fact. But OOCly, she was still part of the guild and still interacted with their members whenever it made sense for her to do so.
So I guess that, in conclusion, the troublesome character in your case should be kicked ICly. Then, if the players agree, they can still interact with him and, perhaps, even include him in the story as an out-of-group character.
Special snowflakeness (yay for made-up words!) is very dependant on your roleplaying circle, the personal story of the character and the circumstances of whatever traits make her special. Having a special ability or unique trait doesn't necessarily mean your character is a special snowflake. Having a lot of special abilities that nobody else seem to have, though, will place you at the edge of special snowflakeness.
For example, a character who is a master battlemage who can also teleport himself and an undefinite number of others across long distances without previous preparation or posterior fatigue is a special snowflake. However, your roleplaying circle might be okay with that. He might also be an important character for the story, and his teleportation skills are actually needed for it to move forward (for whatever reason). Let's not forget about the circumstances: maybe his magical expertise is dependant upon a powerful artifact that, if taken away, would make him into a complete and useless wimp.
It's, at the end, a matter of balance. Sadly, there's no mathematical formula for it (though I have seen people trying to stick to no more than 3 special traits for their characters, which is as far as math will help us here), and there's a great deal of common sense involved.
However, you have mentioned that, in this case, the strifing character is acting in such a way that would mean he should get kicked in-character from the organization. This tells me this character isn't fit for the group in the first place. He should leave the organization in-character. OOCly, however, if everyone's fine with the player and the character keeping in touch, then there's no reason for him to stop interacting with the group completely.
It can also be handwaved with other reasons. For example, maybe he brings some very useful set of skills to the group that cannot be easily replaced. Or maybe his lack of respect for authority is not seen as a deal breaker by the authorities theirselves.
The way I'd handle it is to approach him in-character first. Then, if the character doesn't agree to change ways, talk with the player OOCly about ways that will not break character for anyone. If he insists that his character would never change his actions, not even for the sake of staying in the group (as in, respecting the authorities but not really), then an in-character kicking is probably the best way to mantain internal consistency.
As an example: I had a character joining a group and then be immediately kicked afterwards for doing something the group's leaders disliked (trying to run away with an asset, which in some ways was also a kidnapping...but details!). ICly, she was not part of the group anymore after the fact. But OOCly, she was still part of the guild and still interacted with their members whenever it made sense for her to do so.
So I guess that, in conclusion, the troublesome character in your case should be kicked ICly. Then, if the players agree, they can still interact with him and, perhaps, even include him in the story as an out-of-group character.
lady2beetle Wrote:That said! I also have a passion for creating characters that aren't molded for the group they are entering. Some might call me a special snowflake.
Special snowflakeness (yay for made-up words!) is very dependant on your roleplaying circle, the personal story of the character and the circumstances of whatever traits make her special. Having a special ability or unique trait doesn't necessarily mean your character is a special snowflake. Having a lot of special abilities that nobody else seem to have, though, will place you at the edge of special snowflakeness.
For example, a character who is a master battlemage who can also teleport himself and an undefinite number of others across long distances without previous preparation or posterior fatigue is a special snowflake. However, your roleplaying circle might be okay with that. He might also be an important character for the story, and his teleportation skills are actually needed for it to move forward (for whatever reason). Let's not forget about the circumstances: maybe his magical expertise is dependant upon a powerful artifact that, if taken away, would make him into a complete and useless wimp.
It's, at the end, a matter of balance. Sadly, there's no mathematical formula for it (though I have seen people trying to stick to no more than 3 special traits for their characters, which is as far as math will help us here), and there's a great deal of common sense involved.