Followup to this question.
So, I'm running a Starfinder game, and we are 50 sessions into this campaign.
The campaign involves the fate of a small but strategically important settlement, which several factions are vying for control of. My group are from several different factions, but have temporarily agreed to set aside their differences to fight the largest threat. The keyword here is "temporary".
The thing is, 50 sessions in, the cracks in the group have finally come to a point of no return.
The incident in question
The party finds themselves backed into a corner while negotiating with a neutral group. Their ship is besieged by said group (that PC 1) and they demand the arrest of an ally who works for a faction the party is closely allied to.
PC 1 who has a personal grudge with said ally suggests accepting their terms. PCs 2 to 5 think this is not a good idea and want to fight. PC 1 convinces them not to.
At the request of said ally, the ally is sent back while PCs 2 to 5 arm him with enough weapons concealed to either kill himself in case of capture, or to break out at a later date. The latter plan is enacted much to the dismay of PC 1 who attempts to stop this by fistfighting said ally. When that fails, PC 1 informs the besieging faction that the ally is armed.
This has gotten the ally tortured and killed. The faction he belongs to is not happy, and would like to punish PC 1 by shooting him. Furthermore, this has strained the working relationship between PC 1 and PCs 2 to 5 to the point where in-character I don't know whether they would save each other's skins.
I do not know how to "single out" PC 1 without singling out Player 1 and causing hurt feelings.
Attempted solutions
I have spoken to each player that if they do something individually that compromises the group's interest or safety, they might drag the group with them, or they might be singled out (i.e. named personally to be executed).
For the last 50 sessions, I have given them various reasons to stick together, i. e. the BBEG threatening to annex their territory. Despite the BBEG's forces strengthed, these factional issues resurface.
Additional information
- This is Player 1's first campaign. I have previously spoken to him on concerns that he may be taking in a bit of My Guy Syndrome.
- This is my first GMed campaign, and I did not expect the campaign to last this long. It was supposed to last around 15 sessions with factionalism being a more limited factor, but the players requested I continue due to a continued interest.
- The players have stated that they wish to continue playing, and seem not to be particularly distressed by this event as a whole. However, I would still like to avoid hurt feelings when possible.
- The campaign is ending soon, which means rolling a new character and integrating said character into the party would be a bit disruptive.
Please let me know if more information is required. System is Starfinder, if it helps. Tone of the campaign is action comedy.