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<blockquote data-quote="sinecure" data-source="post: 4566704" data-attributes="member: 37668"><p>A simulation has no plot except the place and people you are simulating. If simulating Greenland makes Greenland into a plot, then there is your answer. How players choose to interact with it is what is potentially interesting.</p><p></p><p>Other people are always a potential threat based upon theories of natural law. Hobbes, Locke, and other political theories are based on the principle. It isn't a scam from military theorists. Search for "cooperation theory" online. If there is no rule for attacking other players in a game, then it is either a natural expectation certain players have about they should play (no matter how many help enforce this expectation) or PvP games can be and are played by the rules. I say PvP games lead to cooperative play as a result of the Prisoner's Dilemma. </p><p></p><p>That D&D and other simulation games do not usually make fun PvP games means they are played cooperatively from Player desire which will always be PC desire in an RPG. The TPKs you are talking about halt PC XP gain too and that may be one reason why people are mad at your table. Whatever success they wanted is not working by being uncooperative and their PC died. You say the environment draws Players together. I say the environment includes monsters (both NPCs and PCs) and this banding together for survival and power can be seen in PvP MMORPGs. It's all D&D to me.</p></blockquote><p></p>
[QUOTE="sinecure, post: 4566704, member: 37668"] A simulation has no plot except the place and people you are simulating. If simulating Greenland makes Greenland into a plot, then there is your answer. How players choose to interact with it is what is potentially interesting. Other people are always a potential threat based upon theories of natural law. Hobbes, Locke, and other political theories are based on the principle. It isn't a scam from military theorists. Search for "cooperation theory" online. If there is no rule for attacking other players in a game, then it is either a natural expectation certain players have about they should play (no matter how many help enforce this expectation) or PvP games can be and are played by the rules. I say PvP games lead to cooperative play as a result of the Prisoner's Dilemma. That D&D and other simulation games do not usually make fun PvP games means they are played cooperatively from Player desire which will always be PC desire in an RPG. The TPKs you are talking about halt PC XP gain too and that may be one reason why people are mad at your table. Whatever success they wanted is not working by being uncooperative and their PC died. You say the environment draws Players together. I say the environment includes monsters (both NPCs and PCs) and this banding together for survival and power can be seen in PvP MMORPGs. It's all D&D to me. [/QUOTE]
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