When I started tabletop roleplay (in the late 80s) there was a strong culture of cooperative adventure scenarios. It was expected that players would form a fairly unified adventuring party and work together to overcome challenges in the style of a typical D&D scenario. This is still true for most tabletop roleplaying I think. Check out S. John Ross’s Big List of RPG Plots and note how they’re all about a party of PCs confronting challenges together.
This was so entrenched when I started roleplaying that anything that challenged it was either breaking a taboo (everyone has a story about that time one of the PCs turned on a fellow party member) or doing it for deliberately unconventional humour value.
The tabletop roleplaying game Paranoia was an example of deliberate convention breaking. It was a deliberate subversion of the cooperative roleplaying tradition. In Paranoia the PCs are ostensibly working together on a mission, but actually they’re all trying to kill each other. We loved it partly because it was a breath of fresh air, I think. Especially because it didn’t involve killing things, looting treasure, and then leveling up so you could kill bigger things, rinse and repeat. Instead what you did was mostly to kill each other and die repeatedly in funny ways, and enjoy it.
The results of Paranoia were hilarious slapstick… but I wonder if the humour would hold up as well these days in our larping community? Because nowadays it’s the norm for PCs to be at odds to some degree, and for inter-PC challenge is expected part of the game structure that provides a big part of the challenge and enjoyment of playing. Many larps are based entirely on this. Especially pregens, large larps with factions, and World of Darkness. Partly this is the medium - with so many people, larp is naturally suited to oppositional play. But we’ve also developed new social conventions that make it normal and deal with the OOC issues it can raise.
And now for the interactive part of this post. 
- What are the advantages of cooperative roleplay? I’ve noticed that in games like St Wolfgang’s where the PCs were mostly on the same side (in the events I played), there was a sense of comradeship among the players that I enjoyed.
- Likewise, what’s cool about oppositional play? I’ve heard it said that other PCs will always make for more complex, diverse, and reactive opponents than a GM and crew can possibly field, and I think there’s some truth in that.
- Who wants to play a Paranoia larp?
