Finally, Gulnyr, when you say demoralizing, do you mean yourself or your character or perhaps both?
... heh, even the Norseman got kicked out of a party once... he was in favor of challenging a dragon that was eating one of the other party members... the rest of the party didn't think that was very wise... then again, old Cole was never known for his wisdom...On a different note, I really like the conflicts of interest happening in quests. I mean, I really dig it. Sure, the quests can go all to craps and maybe the PC's "lose" because they never could agree on anything... but then, that's so much more real, more true to life. When a group of random people join together and they don't already have a common cause, they're going to keep to their own set of values and their own agendas. So, I'd agree with Harlas that reluctance to be helpful in every situation puts a damper on some quests, but only as far as accomplishing whatever task might be presented. I think it's actually opening up new avenues of role play not previously explored in so much detail. Conflict is important, especially internal conflict. Oh, and one more reason this is good news: The bad guys will never ultimately win because eventually they end up stabbing each other in the back, or simply never agreeing on anything. In the meanwhile, the good guys eventually find a common cause and once that happens it's very hard to defeat the group that's working in unison.
Also where is it written that all quests must continue on a linear motion and end up a success? Failure usually makes for more interesting RP and as quoted above opens the door for many new adventure hooks.