First of all, why are people forgetting that their role play isn't based off of a faction "rebel" or "police", it is based off of a human.
When you begin to label every certain character as a certain faction, it gives off a number of characteristics to expect. People expect "rebels" to do this, this and that. People expect "police" to do this, this and that. Get my drift?
Now why isn't it that we have started role playing as humans? Humans have advantages, flaws, likes, dislikes, favouritism, opinions, ideologies and greatest of all (and possibly the most relevant), character.
Character is what forms the "role play", if you are role playing as a rebel, and not a human, you are taking on solely the characteristics of the "rebel", and not involving the "human" aspect to the role play. What does this lead to? It leads to unwinnable situations, stand-offs, poor role play because the goal of the character is too simple. To put it simply, your "character" has no dynamic at all, it is like trying to put a piece of a puzzle into the wrong section of a nearly finished picture, you end up not fitting; you're out of place to the rest of the characters within the picture.
Just include the character, your character can be an arsehole, yes, but when you leave out the character, you're linear, and you end up lacking depth and are practically autonomous in the game.
This is where character sheets (like DnD) would come in handy; player's creating their characters and defining information that helps to provide depth to them - this would help some people adhere to better role play scenarios.
Woof.