So in a story game, it’s often dramatically interesting for the characters to act in suboptimal ways, right? I’m talking about things like making dumb strategic decisions, giving in to personal weaknesses, conflict between otherwise aligned characters, portraying negative emotional states, and so on. We see this all the time in scripted stories (think about the inter-character conflicts in Avengers, or the emotional growth narratives of Steven Universe) but they’re tougher to do in RPGs. You need the right group, and you need a tacit understanding that you’re going to act dramatically rather than tactically, and, in general, what you’re doing isn’t *strictly* part of the game rules as written.
Right now, I’m working on a game that’s primarily about working together as a team, but I also want there to be dramatic tension between characters & with the world around them. What are some mechanics I can use to incentivize players to play their characters in “suboptimal” ways that are narratively interesting?