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How do you (in character) resolve major part conflict when the

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How do you (in character) resolve major part conflict when the dm makes it clear both players were in the right?

>be Paladin of Tymora
>party has (among others) a cleric of Lathander
>we are faced with Evil thing and given a couple of ways to deal with it
>Paladin and cleric disagree
>Cleric does her thing anyway
>Paladin attempts to stop this, ends up starting PvP
>half the party side's with paladin, half with cleric
>after the conflict is resolved (Paladin wins), DM makes it clear that none of the options were great and rewards both players for excellent roleplay
>Paladin doesn't know if he can trust the rest of the party anymore
What do?
>>
>>54035205
If you're the DM, make a session devoted to making the party trust each other to get out alive, showing that sespite their differences they still have each other's backs and need each other for now. Unless you think that your paladin actually can't trust the others now
>>
>>54035205
>Party has a pagan witch in it
>Also a witch hunter
Both are good aligned, and so far they manage to get along, but their goals are so diametrically opposed, it's only a matter of time before it ends in blood and tears.
>>
>>54035205
Trail by combat. To the death. Whoever loses was in the wrong.
Loser is then revived by medic, First Mate threatens them to drop whatever quarrel it was now that they lost, and we continue on our way.

Unless one of the parties in the argument is either the First Mate or the Captain. Opposing party is either slaughtered in single combat or shot in the head and spaced, respectively.
First Mate will never go against the captain, out of respect.
>>
>>54035205
In character?

Well, Tymora and Lathander are both good deities, and paladins are clerics are both tuned in to their deities.

So I expect that that night, as they head off to go to sleep and say their nightly prayers, each gets visited by a vision of their god or one of their god's representatives. Who slap them upside the head and tell them that they're adults and they should start acting like it.

If they continue to disagree, then they should go their separate ways and each attempt to deal with the Evil Thing in the way they feel is best. This splits the party but, hey, maybe two attempts at stopping the Evil Thing will succeed where one couldn't.

The DM then starts running two campaigns, one following the Cleric and the party members who stayed with her, and the other following the Paladin and the party members who stayed with him. Both can end up picking up additional adventurer help (the players who would otherwise be sitting at the table waiting for "their turn" instead rolling up new characters). Every now and again each party hears about what the other is up to, or they might even run into one another on occasion, and though they don't come to blows, there is an awkward distance, a desire to be friends again, but also a conviction that their way is the right way.

Eventually both pull off their plans and BOTH end up failing. The paladin and cleric realize that they need to work together - their ultimate cause is Good, after all. They take down the Evil Thing with a plan hastily made up on the spot, and learn a valuable lesson and friendship.

Also the make-up sex that follows will be INCREDIBLE.
>>
>>54035205

Stop fucking your game up.
>>
>>54035205
Depends on if you want to rp a character who has accepted the necessary inherent contradictions of Being in an imperfect world and await judgement in the afterlife, or as someone who hasn't. Option 2 can be fun if you're all okay with lots of interparty conflict, option 1 is more of a group cohesion to play the game kind of thing.
>>
>>54035485
fpbp
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