Alone and vulnerable, you are murdered by thieves. Make a new guy for the next game.
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If you don’t have a reason to work with the group, accept that this is a one-shot for you, which may be retcon’d as needed.
Also accept that you suck at making characters
I don't know. One time I joined a game, and I had plenty of reasons to join the party, but the DM started RPing a really rude character, and it's like his method of getting me to join the party was to be a huge asshole to me? I just didn't pick up on it, and when I finally gave my character an ass-pull reason to join (that I could do some good if I tagged along) the DM was like "jeez, finally" and it sucked.
Like, if I'm playing a level 1 wizard, and the DM tells me I'm gonna die if I enter the conflict, it's not really my backstory's fault that I don't jump into the fray. Sometimes you're dealing with an inexperienced DM that expects you to metagame your way into the party. I genuinely thought he was on the verge of giving me the opportunity to convince the party to run away from the dragon, not stay and fight it.
The whole We play a game so you have to cooperate together even if role-play wise it makes no sense is a bad practice, May-be not at the point you'll leave the table but definitely a serious sign that the table doesn't function properly.
Luckily, there is a very easy fix Do a session zero, and build a coherent party ab initio, it include in game reason for the party to work together, coherent goals (because when player A wants to abolish the reign of the emperor, and player B wants to defend the emperor you'll have a PvP fight within 3 session) and a meta discussion to have a pallet of skills matching the party's goal (At least in more epic game where you don't want to feel powerless). Almost every RPG published in the last 10-15 years contains an extensive session zero guide and tons of tips to build a relevant party.
If someone wants to play a law priest in a pirate campaign or any other character not fitting the campaign theme or opposing other PCs, it's perfectly OK to tell the no. Obviously if everybody is aligned on some PvP and betrayal the answer may be different, but it's again something to address in session zero.
Generally speaking, this is something that an experienced GM can handle in session zero. An important part of session zero is establishing expectations for the style of game to be played: Things like "are the player characters friends?" "Is PvP encouraged or discouraged?" "Do I as a DM want the characters to stick together?" etc etc.
Generally when running DnD, I request of my players to design characters who:
- Have a disposition to get along well with their companions. (this can be for any reason: because they're like that with everyone, or because they're loyal to the group, or because they view it as useful to have some friendly scapegoats nearby or any other motivation.)
- Be the kind of person who will go on adventures and take risks. (This can be because they're a daredevil, or because they're desperate, or because they're devoted to their duty, or any other motivation.)
Fundamentally, most DnD games are the story of a group of friends going on adventures together. If your DnD game is the story of a group of friends going on adventures, then it's extremely beneficial for your players to build characters who will be friends, and who will go on adventures. Together.