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General Tabletop Discussion
*TTRPGs General
What's your attitude towards PVP?
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<blockquote data-quote="Blue" data-source="post: 8562006" data-attributes="member: 20564"><p>That will be pretty hard. The first comment was made directly in the context of a D&D-type game, where parties are supposed to work together.</p><p></p><p>The second one was an acknowledgement from someone else that there are different style games out there, that have different expectations (including social expectations) about PvP. In a game like Paranoia, backstabbing your fellow is not just a common part of play, the game is set up to actively encourage it. In Toon, your goal is to be funny, and there are no lasting repercussions if you "accidentally" blow up another Toon.</p><p></p><p></p><p>It's not sufficient, but it's an indicator. That's why I called out it wasn't comprehensive. There are times when it's PvP without rolling dice (say, hiring an assassin to kill another NPC) and there's times there are dice that aren't PvP (say, doing an Insight check when attempting to determine if another PC has been replaced by a doppelganger.</p><p></p><p></p><p>And I am unsure where you are assigning "death" to my statement. My two examples were attacks and pick-pocketing. Yes, one can lead to death, but I'm with you - death isn't the only potential consequence of PvP.</p><p></p><p></p><p>While this was to Umbran and not myself, I'd like to point out one thing. We are talking about PvP. PLAYER vs. PLAYER. You can have character tension that all of the players are okay with. This is a big difference from using this in a video game context, where the a random player and their character are not easily separable.</p><p></p><p>So as long as the players are acting in good faith with each other, it's very possible to have in-character tension and drama.</p></blockquote><p></p>
[QUOTE="Blue, post: 8562006, member: 20564"] That will be pretty hard. The first comment was made directly in the context of a D&D-type game, where parties are supposed to work together. The second one was an acknowledgement from someone else that there are different style games out there, that have different expectations (including social expectations) about PvP. In a game like Paranoia, backstabbing your fellow is not just a common part of play, the game is set up to actively encourage it. In Toon, your goal is to be funny, and there are no lasting repercussions if you "accidentally" blow up another Toon. It's not sufficient, but it's an indicator. That's why I called out it wasn't comprehensive. There are times when it's PvP without rolling dice (say, hiring an assassin to kill another NPC) and there's times there are dice that aren't PvP (say, doing an Insight check when attempting to determine if another PC has been replaced by a doppelganger. And I am unsure where you are assigning "death" to my statement. My two examples were attacks and pick-pocketing. Yes, one can lead to death, but I'm with you - death isn't the only potential consequence of PvP. While this was to Umbran and not myself, I'd like to point out one thing. We are talking about PvP. PLAYER vs. PLAYER. You can have character tension that all of the players are okay with. This is a big difference from using this in a video game context, where the a random player and their character are not easily separable. So as long as the players are acting in good faith with each other, it's very possible to have in-character tension and drama. [/QUOTE]
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