QUOTE (Angelone @ Nov 2 2010, 10:33 PM)
I'll try to phrase my thoughts better... I would personally rather have someone on my team who will do what it takes to get me and everyone else out alive than someone who I'm not sure would for what ever reason. If both are equally loyal who would you rather have at your back?
The loyalty is the thing.. why are you so sure the sociopath is loyal? He's only in it for the money, right? If he's loyal to the team for other reasons, we might be heading into "morals after all" territory.
QUOTE (Yerameyahu @ Nov 2 2010, 10:46 PM)
'Why does the party even exist?' is the timeless question of RPGs, and the proper thing is to simply ignore it.
If your group can build a party that has solid, non-stupid reasons for staying together, doesn't constantly turn on itself, and is dramatically interesting, then that's just gravy.
Our Vampire party got sent 529 years back in time by a botched ritual. They're the only people who understand when I'm coming from. We might not like each others' characters, but it's amazing party glue.
On the other hand, we've had a D&D party where people constantly made new characters with wildly varying goals. There was little reason for the party to be together, until we dedicated ourselves to killing the gods of a nearby country. (It was kinda like stargate, except we were the savages living in mud huts.) People still kept changing characters all the time, but they knew that to fit into the group they needed to somehow link their own personal goals to the crusade.
In Shadowrun, it should be just as easy to to come up with good party glue; "we grew up together in the Barrens" to take on old cliche. Or "he saved me from X, and now I'm teaming up with him."