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*TTRPGs General
No PvP vs. Stealing loot
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<blockquote data-quote="John Out West" data-source="post: 7930613" data-attributes="member: 6893656"><p>I think part of the contract of "No PvP" should include "All the Player-Characters like each other enough that they would not steal or hurt each other." I would add into each of their backstory reasons that they like one another, or even life-debts. </p><p></p><p>I can think of a few of instances of PvP where it was necessary. Mage burns down the fighter's home town (Accidentally or through negligence), the fighter knocks him out, sows his eyes and mouth shut, and locks him in the dungeon.</p><p>The players find the genie that grants one wish and then leaves forever: Every single player fights to get the wish.</p><p></p><p>PvP should enhance the story, is the point there.</p><p></p><p>Ooh, one thing I've been doing lately is having players roll "Calm Checks" when they do something that is typically considered "Wrong or Evil." This is typically cannibalism or torture, but can also be things like Stealing from Friends. If the character fails, I tell them that "They've bitten off more than they can chew with this one," as they become visibly shaky and nervous, and may even come with a loss of sleep during a rest. They become distracted when doing similar checks for a short time, and i try to remind them of what they did often. Players can typically mitigate this by taking the "Deranged" flaw, but that comes with its own problems.</p><p></p><p>Hope that helps.</p></blockquote><p></p>
[QUOTE="John Out West, post: 7930613, member: 6893656"] I think part of the contract of "No PvP" should include "All the Player-Characters like each other enough that they would not steal or hurt each other." I would add into each of their backstory reasons that they like one another, or even life-debts. I can think of a few of instances of PvP where it was necessary. Mage burns down the fighter's home town (Accidentally or through negligence), the fighter knocks him out, sows his eyes and mouth shut, and locks him in the dungeon. The players find the genie that grants one wish and then leaves forever: Every single player fights to get the wish. PvP should enhance the story, is the point there. Ooh, one thing I've been doing lately is having players roll "Calm Checks" when they do something that is typically considered "Wrong or Evil." This is typically cannibalism or torture, but can also be things like Stealing from Friends. If the character fails, I tell them that "They've bitten off more than they can chew with this one," as they become visibly shaky and nervous, and may even come with a loss of sleep during a rest. They become distracted when doing similar checks for a short time, and i try to remind them of what they did often. Players can typically mitigate this by taking the "Deranged" flaw, but that comes with its own problems. Hope that helps. [/QUOTE]
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