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Why are people so uncomfortable with PvP?
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<blockquote data-quote="mhacdebhandia" data-source="post: 2581861" data-attributes="member: 18832"><p>Or if the players involved in character versus character conflict are the type of roleplayers who don't identify with their PCs to the point of resenting that conflict.</p><p></p><p>I don't pretend to be my character, and I think that has something to do with my detachment from their success and failure - I am more interested in what their "life story" is going to be than I am invested in seeing them succeed. If their failure and death is an interesting story, then I'm as happy to play through that as I am to play through their rising above hardship and reaching their goals.</p><p></p><p>Sometimes I play characters with goals I wouldn't like them to achieve in real life, too! I don't have that level of discomfort with evil or selfish PCs that I know many gamers have, because while I'll play those characters exactly as committed to their goals as they would be if they were real people, I don't have a personal investment in their success.</p><p></p><p>Maybe it's just that I enjoy the journey as much as reaching the destination.</p><p></p><p>Two fellow players in my first Third Edition campaign, at least one of whom I know is deeply invested in his characters and identifies with them strongly, played out a strong dislike, distrust, and rivalry between their characters throughout the two-year campaign. Both players were good friends, with no out-of-game issues driving their characters' conflict apart from a mutual desire to play through such a hatred. Each played his character's motivations in this instance to the hilt - and, while I know that each of them hoped their character would prove the victor, I also know neither one of them would ever have had any hard feelings if they had been the loser.</p><p></p><p>That's why I argue that a dislike of intraparty conflict is situated in the "traditional" party-of-heroes model of D&D adventuring and gameplay - it's inimical to the teamwork and moral outlook assumed by that style. Even gamers like me who aren't possessive of their PCs or invested in their success can be irritated by expecting to play in that style and finding out that other players aren't willing to go along with it.</p></blockquote><p></p>
[QUOTE="mhacdebhandia, post: 2581861, member: 18832"] Or if the players involved in character versus character conflict are the type of roleplayers who don't identify with their PCs to the point of resenting that conflict. I don't pretend to be my character, and I think that has something to do with my detachment from their success and failure - I am more interested in what their "life story" is going to be than I am invested in seeing them succeed. If their failure and death is an interesting story, then I'm as happy to play through that as I am to play through their rising above hardship and reaching their goals. Sometimes I play characters with goals I wouldn't like them to achieve in real life, too! I don't have that level of discomfort with evil or selfish PCs that I know many gamers have, because while I'll play those characters exactly as committed to their goals as they would be if they were real people, I don't have a personal investment in their success. Maybe it's just that I enjoy the journey as much as reaching the destination. Two fellow players in my first Third Edition campaign, at least one of whom I know is deeply invested in his characters and identifies with them strongly, played out a strong dislike, distrust, and rivalry between their characters throughout the two-year campaign. Both players were good friends, with no out-of-game issues driving their characters' conflict apart from a mutual desire to play through such a hatred. Each played his character's motivations in this instance to the hilt - and, while I know that each of them hoped their character would prove the victor, I also know neither one of them would ever have had any hard feelings if they had been the loser. That's why I argue that a dislike of intraparty conflict is situated in the "traditional" party-of-heroes model of D&D adventuring and gameplay - it's inimical to the teamwork and moral outlook assumed by that style. Even gamers like me who aren't possessive of their PCs or invested in their success can be irritated by expecting to play in that style and finding out that other players aren't willing to go along with it. [/QUOTE]
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