Spoiler
This is a really wanky post I made for something else, but I feel like it applies here.
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Heads-up, people. I'm about to get really wanky.
So, hypothetical situation, inspired by a situation I was in. You're walking down the street, on your way to the bar and a teenager - probably around fifteen - starts insulting you. How do you, or the majority of people, react? If you're me, you ignore them, and if they keep it up, you shout and argue and insult them back. That's about it, though. If they really upset you, by hitting a sore point, you might get up close and start shouting at them, make them fuck the hell off. In an unusual situation (mostly because it's criminal), a fight might break out, and even then, the majority of the time, people'll usually back off with some bruises and a sore ego. And in one or two rare cases, things get out of control - exceptionally out of control - and blood gets spilled, and someone winds up crippled, or dies. But here's the important thing: that's rare . Even when someone mugs you, that doesn't necessarily mean you're going to kill them, criminal or not. Murder and serious assault is still only a fraction of all major crime committed, for any and all demographics.
I'm starting with a practical example, because that, I think, really helps me explain my point: conflict is good for roleplay, but escalating it too much is bad for roleplay. Let's look at why, shall we?
Most writers can tell you that good drama relies on conflict, to some degree, to make things interesting. Imagine a couple eating breakfast. In one scenario, they're happily married, and calmly discuss the upcoming day, their carpool plans, and the possibility of a tennis game in the evening. In another, the husband's hungover and mad at his wife for cooking such a greasy, unpleasant meal for breakfast; his wife feels alienated and cheated with his best friend when he was out last night. In one of these cases, one of these would be far more fun to watch (and write) than the other; the conflict makes one interesting and dramatic to observe. (You can't disagree with me on this; literary majors have been talking about this since the middle ages.)
That's also not to say that a situation without conflict can't still be needed; other genres, such as romance or tragedy, rely on significant periods that are free of conflict. This is also why some romances or tragedies as traditionally classified as 'dramatic romances' or 'dramatic tragedies' - conflict between major characters is part of what makes those stories interesting. Got it? Good. Drama, and conflict, makes for interesting stories and role-play, as if the player characters agree on everything, it's hard to have any substantial developments without an external force, like a big bad NPC.
Now, I'm going to go back to literature here, and tie this back into my original point. When our characters escalate conflict, it stops creating story, and instead kills it. Major characters in any work do not, typically, die as a result of an argument in the street or insulting someone on the internet. Not even The Wire or Game of Thrones are all bad. While character death does occur, it's the result of multiple, protracted conflicts, that allow for a longer, narrative arc to be created. While there might be characters who do go off the handle that easily (just as in real-life), they are rarely explored, mostly because they're incredibly dumb for the story. In essence, when your character threatens to blow someone's brains out at the slightest provocation, it makes people less likely to create situations where conflict and drama can occur.
That's not to say your character can't be a hardass or someone overly sensitive who over-reacts, but on my observation, characters on the server escalate conflicts to a point where it becomes safer, and more effective, to never start a conflict in the first place. And that cuts off major avenues of roleplay. We wind up escalating the conflict to the point that instead of creating story, we were actively aborting it.
So, what am I saying?
When you're in a situation that's rife with conflict, that's an incredibly good thing. You're creating interesting developments. Don't destroy that by playing a hardass who doesn't give a fuck and kills anyone who even remotely gives them a challenge. (basically, please let me play my shithead that insults you but isn't worth your trouble. ty.)