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Blade Runner: The Next Million Dollar Kickstarter?
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<blockquote data-quote="aramis erak" data-source="post: 8638797" data-attributes="member: 6779310"><p>You need to really go reread a bunch. Or correct you definition of PVP from "Attacking each other" (as that is a grossly narrow view) to "Acting against each other."</p><p></p><p>Such as the section on relationships in TFTL (p 60) which notes that "None of the kids should be enemies, but it's fun to have tension in the group: love, envy, or mistrust."</p><p>MYZ p 22 doesn't specifically mention negative relationships.,but the sample on page 20, reationship to PC2 is definitely a hostile one, which will, if played up, result directly in PVP competition.</p><p></p><p>PVP is not axiomatically <em>violence</em> towards each other. It can be harsh competition and/or interference in their actions. It's players A and B not acting for the same outcome and being able to use mechanics in so doing. EVERY game by FL I've seen (and that is most of the ones in English) has provisions for negative relationships; most of them have combat rules; those that do, it's quite easy to use them PVP. (If you want to see a game that makes PVP hard, try Talisman Adventures - since the mechanics are all player facing, PVP actions of any kind do not follow normal resolutions.)</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8638797, member: 6779310"] You need to really go reread a bunch. Or correct you definition of PVP from "Attacking each other" (as that is a grossly narrow view) to "Acting against each other." Such as the section on relationships in TFTL (p 60) which notes that "None of the kids should be enemies, but it's fun to have tension in the group: love, envy, or mistrust." MYZ p 22 doesn't specifically mention negative relationships.,but the sample on page 20, reationship to PC2 is definitely a hostile one, which will, if played up, result directly in PVP competition. PVP is not axiomatically [I]violence[/I] towards each other. It can be harsh competition and/or interference in their actions. It's players A and B not acting for the same outcome and being able to use mechanics in so doing. EVERY game by FL I've seen (and that is most of the ones in English) has provisions for negative relationships; most of them have combat rules; those that do, it's quite easy to use them PVP. (If you want to see a game that makes PVP hard, try Talisman Adventures - since the mechanics are all player facing, PVP actions of any kind do not follow normal resolutions.) [/QUOTE]
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