The propriety of PC vs. PC: Never, *without* exception?


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Ellis Mirari wrote:
thejeff wrote:

In a game with No-PvP in the social contract, this is a metagame problem. Deal with it on that level. Find away around it as players.

Or let the game die. Which it's likely to anyway once it goes this far.

A little clarification: Are you saying that once things come to blows between PCs it means the game will automatically die? Because I can assure you that has never been the case for me. If you mean specifically for a group that can't handle PvP and seemed to agree to not do it before hand, then yes you are probably right.

Well, even in that post I didn't say "automatically", I said "likely to".

I also wouldn't say "can't handle PvP", but "has agreed to avoid PvP". Tautologically, a group that can't handle PvP, will fail if they have PvP.

But yes, if you're happy with PvP, it's less likely to cause problems. I've said before that I've played games with PvP explicitly part of the contract and enjoyed them. It's not my preferred style, that's all. You seem to be arguing here that a no-PvP game isn't workable, because conflicts can come up that can only be resolved with PvP. I'm saying that players can avoid that if they choose to.

Ellis Mirari wrote:
thejeff wrote:

And remember, it should be an agreement not to push things to the point of PvP, not free rein to do whatever you want knowing the other PCs can't act against you.

If nothing else, the PCs don't know that. A player relying on the the no PvP agreement to shield his character is metagaming of the worst sort.
The primary example I have been using is not a situation that any player arrived at by choice. They are faced with a moral dilemma that has plenty of real-world parallels: One player thinks he's innocent, others think he is guilty. One players would rather die than let an innocent man be killed, others don't want to take that risk.

I get that, but you're still trying to handle it only on the in-character level. (At least I think you are. I assume the player isn't actually willing to die for this.) It's a metagame problem, since the players have agreed not to do this. Find a way, as players not as characters, around the conflict.


Two of the most memorable moments in my 3.5 years were PvP moments - but planned 'PC turning villain' situations resulting in no direct player deaths.

The mole:
. Party started at lvl1, with one player being the evil gnome illusionist. He gave lots of clues (like kicking kittens in front of the paladin, then trying to blame the rogue) while setting the scene for betrayal at the 2nd session when he color sprayed the rest of the party in the night, stole the big treasure and ran away invisible. The look on the other players' faces was priceless, and the best recurring villain in all my campaigns was born. (The 'evil player' continued playing as his 'real' character, the local sheriff hunting the renegade gnome).

The corrupted paladin:
. Running a commercial campaign where we were getting a bit bored but everyone except the paladin liked their characters. By pure chance, the paladin failed a Will save as he picked up an evil statuette with corrupting influence, and I took him aside after the session and offered him to sell his soul to the GM. Next two sessions, he was playing more and more crazy (but he is a weird guy anyway, so noone was quite sure) and after the party killed the evil high priest, the paladin picked up the unholy symbol and proclaimed "now this power is all miiiiine!". As the party quikly ganged up on him, the paladin in the end did exactly what he had joked about so many times and put his bag of holding into his portable hole. Woosh, merry chase on the astral plane and they ended up dumped in the wrong campaign - which turned out much more fun for everyone.


thenobledrake wrote:

Ellis Mirari, you seem pretty stuck on the idea that the characters involved in your scenarios are going to inevitably resort to violence.

I do not think that is a fair assumption to make.

The Paladin wants the accused to live so he can be sure of any guilt before a punishment of death is delivered, and the rest of the Paladin's party want to just get the death-dealing over with because they are convinced that the accused is guilty.

Whether those people are NPCs or PCs does not affect that the Paladin does not wish to see his party members harmed or killed, and his party members do not wish to see him harmed or killed either - each wants to convince the other that their course of action is right, but none of those involved are sociopaths lacking the conscience to prevent their thoughts turning from "I'm going to explain to my good friend Gary how he is wrong and I am right," to "I'm going to kick the crap out of my good friend Gary, kill this guy even though my good friend Gary asked me not to, and then the two of us will keep on being friends," or "Gary disagrees with me about something... I guess we aren't friends like I thought we were, so I should kill him, kill this guy he is trying to stop me from killing, and then go on about my life."

First off, I shouldn't have to explicitly state that the characters have a verbal discussion first. Obviously there's going to be dialogue. But here, as in life, you can't often just argue away someone's moral position especially in a life-or-death situation. Assume here that both sides feel strongly enough about it that words have failed to convince them.

Second, PvP =/= violence, As I said in my last post. Using spells, non-lethal combat maneuvers, and stealing from party members is just as much PvP as "kicking the crap out of Gary". If one of these happens, the "No PvP rule" has been broken. The above scenario can end in two ways:

1) The players treat the problem as the way they would if the paladin were not controlled by a player (subdue him in some fashion, which is PvP)
2) The players have a meta-argument and are then forced by the rule to act out-of-character; someone backs down even though their character would never and has never acted that way before.

And Gary being a "good friend", as I've said, is not relevant. Maybe the NPC is just as good friend as they are but the world is at stake and the benefits of the many outway the benefits of the few. Maybe the group has only been together for one or two adventurers they were hired to do and they don't actually know each other that well. Focus only on the scenario, not the specific relationship you imagine would be present. The specific circumstances do not matter but if I have to keep listing circumstances to nullify arguments I'm not trying to make, I will: The paladin is not their good friend. All characters, NPC included, know each other just as well. There.

thejeff wrote:
I get that, but you're still trying to handle it only on the in-character level. (At least I think you are. I assume the player isn't actually willing to die for this.) It's a metagame problem, since the players have agreed not to do this. Find a way, as players not as characters, around the conflict.

That's the point, though. Before this the only examples put forward by supporters of blanket No PvP rules were ones that were obviously problem players doing things for selfish reasons: rogues stealing from the party, PCs getting into fights because they're bored, etc.

The first point of my argument was that a no PvP table will still experience situations that require PvP to be resolved without metagaming. Pres Man seemed to be arguing that this was not true, but it is. If the PCs the only difference between two scenarios is a PC is on the opposing side in one, and the other PCs act differently, the No PvP rule has forced players to break character, which I believe is a bad thing. If you don't care about this sort of metagaming than I'm not sure why we're discussing this.

On a side note, from my experience, I think a "meta-solution" would just create more resentment than a PC fight.

Think about it. The game is grind to a halt as the players argue over what the better choice is for god-knows-how-long. That happened a lot in my old high school group. In this case, I can imagine the argument not coming to a satisfying conclusion: if it didn't matter very much to the players, it wouldn't have even come to this. Instead of getting the chance to earn the outcome he wanted or the satisfaction of his character fighting for what he believes in, it comes down to a (to him) unfair majority rules or GM-says-X-So-Let's-Move-On decision.

The paladin, and his player, have effectively lost their free will.


Ellis Mirari wrote:
thejeff wrote:
I get that, but you're still trying to handle it only on the in-character level. (At least I think you are. I assume the player isn't actually willing to die for this.) It's a metagame problem, since the players have agreed not to do this. Find a way, as players not as characters, around the conflict.

That's the point, though. Before this the only examples put forward by supporters of blanket No PvP rules were ones that were obviously problem players doing things for selfish reasons: rogues stealing from the party, PCs getting into fights because they're bored, etc.

The first point of my argument was that a no PvP table will still experience situations that require PvP to be resolved without metagaming. Pres Man seemed to be arguing that this was not true, but it is. If the PCs the only difference between two scenarios is a PC is on the opposing side in one, and the other PCs act differently, the No PvP rule has forced players to break character, which I believe is a bad thing. If you don't care about this sort of metagaming than I'm not sure why we're discussing this.

On a side note, from my experience, I think a "meta-solution" would just create more resentment than a PC fight.

Think about it. The game is grind to a halt as the players argue over what the better choice is for god-knows-how-long. That happened a lot in my old high school group. In this case, I can imagine the argument not coming to a satisfying conclusion: if it didn't matter very much to the players, it wouldn't have even come to this. Instead of getting the chance to earn the outcome he wanted or the satisfaction of his character fighting for what he believes in, it comes down to a (to him) unfair majority rules or GM-says-X-So-Let's-Move-On decision.

The paladin, and his player, have effectively lost their free will.

Again, I'd put it more as giving the players, as well as the characters, a chance to compromise, rather than "losing their free will".

I suppose situations could come up where no compromise is possible even without somebody being a jerk, but they're far rarer than situations where you get PvP because somebody's being a jerk. (In or Out of character). It's certainly possible to come up with hypothetical situations like that, but those are the like the various hypothetical situations where all the paladin's choices lead to falling: The solution is to avoid them. Much of that lies on the GM.

And frankly, if the players are going to let the game grind to a halt and argue for god-knows-how-long, that probably shows the same kind of immaturity that leads to problems with PvP.


thejeff wrote:

Again, I'd put it more as giving the players, as well as the characters, a chance to compromise, rather than "losing their free will".

I suppose situations could come up where no compromise is possible even without somebody being a jerk, but they're far rarer than situations where you get PvP because somebody's being a jerk. (In or Out of character). It's certainly possible to come up with hypothetical situations like that, but those are the like the various hypothetical situations where all the paladin's choices lead to falling: The solution is to avoid them. Much of that lies on the GM.

Now we're limiting the story possibilities of a game as WELL as limiting how naturally a character can respond to a situation.

thejeff wrote:


And frankly, if the players are going to let the game grind to a halt and argue for god-knows-how-long, that probably shows the same kind of immaturity that leads to problems with PvP.

I disagree. A mature group can have a debate last for long periods of time. There might not be a single raised voice. None of that changes the fact that the game has stopped, when simply letting them solve the problem in-character could have resolved it in a matter of minutes, or prevents people from being resentful of a situation. Mature people still experience emotions.


Jaelithe wrote:
But is this not, without question, a removal of arguably vital player volition?

Yes, it's a removal of player volition.

No, it's hardly "vital".

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But, on the other hand, if players have made clear that their characters' mutual dislike is completely unrelated to their real-world relationship (and are mature enough to handle with graciousness any fallout),

That's quite the 'if'.

Though, having a good discussion before the event occurs, and people readily agree that there wouldn't be any fallout... then sure - no problem.

Given that, I can't imagine anyone ever saying "NO NOT EVER".

Quote:

But saying, "No, never," is to me too autocratic and arbitrary.

Opinions?

Meh. I suspect those who say such things know their groups far better than anyone on the internet would ever hope to.


Ellis Mirari wrote:
thejeff wrote:

Again, I'd put it more as giving the players, as well as the characters, a chance to compromise, rather than "losing their free will".

I suppose situations could come up where no compromise is possible even without somebody being a jerk, but they're far rarer than situations where you get PvP because somebody's being a jerk. (In or Out of character). It's certainly possible to come up with hypothetical situations like that, but those are the like the various hypothetical situations where all the paladin's choices lead to falling: The solution is to avoid them. Much of that lies on the GM.

Now we're limiting the story possibilities of a game as WELL as limiting how naturally a character can respond to a situation.

Yes. We've limited the story possibilities of the game. We've said it will not include PvP. That's sort of implicit in the concept.

When you agree to not do PvP, you agree to remove the story possibilities of PvP.

That's not a bad thing, if you don't want PvP.

I get that you do and I don't have any problem with that. I've had fun game with PvP. I've also had some pretty messy and frustrating games with PvP.

I've also had fun games without it. Which somehow didn't wind up in weird impasses where players are robbed of free will.

Dark Archive

LowRoller wrote:


I find it hard to understand why two characters that hate eachover enough to kill would stick together in the same group. The most probable action would be to leave the group long before it came to blows. If i went on a dangerous mission i sure as hell wouldn't want mortal enemies around.

Because your on a quest to save the world? Or a city? Or some other reason. Just because your together doesn't mean you agree with everything one's other companions do or believe.

Sometimes things build over time and eventually come to a head. Small things add up over time, like rocks in a bucket. one or two isn't a problem. 20 sink it.

Its what happened in my party. the cleric and warrior priest vs the mage and bard. Neither was bad, but eventually everything comes to a head over one action- the "poisoning" and murder of the NPC and the callous disregard afterwards led to what could have been a split in the party(if the DM didn't step in). No player was mad at each other, but one's character's beliefs and actions dictated certain responses- he goodly priest types wanted to arrest the mage and bard for their actions(being at the time they had police powers). The bard and mage would have none of it.......conflict was heading that way.

Its not hate that necessarily begets conflict. Although we were a pretty disfunctional group due to various beliefs. In real life I doubted we'd have stayed together.


carmachu wrote:
LowRoller wrote:


I find it hard to understand why two characters that hate eachover enough to kill would stick together in the same group. The most probable action would be to leave the group long before it came to blows. If i went on a dangerous mission i sure as hell wouldn't want mortal enemies around.

Because your on a quest to save the world? Or a city? Or some other reason. Just because your together doesn't mean you agree with everything one's other companions do or believe.

Sometimes things build over time and eventually come to a head. Small things add up over time, like rocks in a bucket. one or two isn't a problem. 20 sink it.

Its what happened in my party. the cleric and warrior priest vs the mage and bard. Neither was bad, but eventually everything comes to a head over one action- the "poisoning" and murder of the NPC and the callous disregard afterwards led to what could have been a split in the party(if the DM didn't step in). No player was mad at each other, but one's character's beliefs and actions dictated certain responses- he goodly priest types wanted to arrest the mage and bard for their actions(being at the time they had police powers). The bard and mage would have none of it.......conflict was heading that way.

Its not hate that necessarily begets conflict. Although we were a pretty disfunctional group due to various beliefs. In real life I doubted we'd have stayed together.

That's a part of it too. There's usually metagame pressures pushing you to stay together. (Leaving the party usually means leaving the game/playing another character and I want to stay and keep this character.) But somehow that's OK, but using the same kind of metagame logic to keep from killing each other

But somehow it's bad to use the same kind of metagame logic to keep from killing each other.

Or even the same in-game logic: If I have to work with these (goody-two-shoes/moral reprobates) in order to save the world, doesn't that mean I shouldn't try to kill them?

Dark Archive

thejeff wrote:

That's a part of it too. There's usually metagame pressures pushing you to stay together. (Leaving the party usually means leaving the game/playing another character and I want to stay and keep this character.) But somehow that's OK, but using the same kind of metagame logic to keep from killing each other

But somehow it's bad to use the same kind of metagame logic to keep from killing each other.

Or even the same in-game logic: If I have to work with these (goody-two-shoes/moral reprobates) in order to save the world, doesn't that mean I shouldn't try to doesn't that mean I shouldn't try to kill them?

Correct. The CN barbarian living in the city has different interests as the 2 cleric types, who also have difference with the fame whore bard and the selfish mage.

But when danger threatened the city or any of the party's interests or NPC's.....we worked like a fine tuned machine. However, down time wise we were VERY different. With different interest and goals. Adventuring was the way we paid the bills and gained power to help our interests along(gaining fame saw the bard adopted in a noble house. Gaining fame and notoriety saw the crime lord ease off the cleric's interest in helping the poor and so on).

We didn't necessarily want to kill each other. But it was going to come to blows when the arrest was going to happen due to other party's actions.

Saving the world may mean you have to work with them. But on the other hand, you might have to put them down if they become a problem or threat. It really depends.


thejeff wrote:
Ellis Mirari wrote:
thejeff wrote:

Again, I'd put it more as giving the players, as well as the characters, a chance to compromise, rather than "losing their free will".

I suppose situations could come up where no compromise is possible even without somebody being a jerk, but they're far rarer than situations where you get PvP because somebody's being a jerk. (In or Out of character). It's certainly possible to come up with hypothetical situations like that, but those are the like the various hypothetical situations where all the paladin's choices lead to falling: The solution is to avoid them. Much of that lies on the GM.

Now we're limiting the story possibilities of a game as WELL as limiting how naturally a character can respond to a situation.

Yes. We've limited the story possibilities of the game. We've said it will not include PvP. That's sort of implicit in the concept.

When you agree to not do PvP, you agree to remove the story possibilities of PvP.

That's not a bad thing, if you don't want PvP.

I get that you do and I don't have any problem with that. I've had fun game with PvP. I've also had some pretty messy and frustrating games with PvP.

I've also had fun games without it. Which somehow didn't wind up in weird impasses where players are robbed of free will.

Well that's that, then.


Ellis Mirari wrote:
First off, I shouldn't have to explicitly state that the characters have a verbal discussion first.

Yes, you do. Otherwise you force me to assume something, and that assumption will either show that you did not provide enough information because I assume all information you meant to be present is present - or will make me look like an ass because I assume something not stated that differs from what you that was "obvious."

Rarely will someone that you force to assume something actually assume the exact thing you expect them to assume.

Ellis Mirari wrote:
Obviously there's going to be dialogue. But here, as in life, you can't often just argue away someone's moral position especially in a life-or-death situation.

Firstly, the argument at hand is not a "life-or-death situation." No one dies if the argument continues - it's not like the Paladin and his party are arguing between which color of wire to cut to stop the bomb that is about to go off.

Ellis Mirari wrote:
Assume here that both sides feel strongly enough about it that words have failed to convince them.

Words have yet to convince either side. That is spectacularly different than words having failed. Mostly, the difference is that the example scenario does not involve any kind of immediate, obvious, and assured negative outcome if the wrong decision is made or if no decision is made soon.

Ellis Mirari wrote:
Second, PvP =/= violence, As I said in my last post. Using spells, non-lethal combat maneuvers, and stealing from party members is just as much PvP as "kicking the crap out of Gary". If one of these happens, the "No PvP rule" has been broken. The above scenario can end in two ways:

I believe that to be a false statement. There are more than two possible outcomes. For example, I shall provide a third and fourth possible outcome:

3) The paladin and his party members agree that a decision must be made, acknowledge that their strong feelings on the issue are getting in the way, and find another person or group of people to entrust with the decision.

4) The paladin and his party members agree that they are not going to convince each other of their positions - so they devise a compromise: release the accused, keep him under surveillance, and gain the needed evidence to sway one side of the argument.

Ellis Mirari wrote:
1) The players treat the problem as the way they would if the paladin were not controlled by a player (subdue him in some fashion, which is PvP)

I refute that it is a distinction of PC or NPC that determines whether the party would find subduing the paladin to get their way to be acceptable.

It is, rather, a case of whether they have any conscience about the action because of emotional attachment or personal belief: if they count the paladin as a friend, then PC or not they should not think it is okay to incapacitate him to get their way.

If instead the paladin is not protected by any kind of relationship with the rest of the party... well, then this can't possible be a PvP situation because the scenario laid out that this was a Paladin and his party - not just some strangers that don't share a bond of trust and respect, which all party members should share with each other because you don't put your life in someone's hands if you don't have that bond with them, and parties basically always leave their life in their party members' hands.

Ellis Mirari wrote:
2) The players have a meta-argument and are then forced by the rule to act out-of-character; someone backs down even though their character would never and has never acted that way before.

You are missing a very important part of a "No PvP" campaign style - characters which would clash as drastically as you describe in the scenario as to only see the two outcomes you have mentioned are not possible at all.

You don't say "No PvP, but build any style of character with any attitude that you want," and create this mandatory-out-of-character-behavior situation - you say "No PvP, so make characters of similar desires and ideals so that no problems arise during the campaign."

Ellis Mirari wrote:
And Gary being a "good friend", as I've said, is not relevant.

It is absolutely relevant in every instance where the other party members are not sociopaths. A person does not do bad things to their good friends unless tricked or forced into doing so, and incapacitating someone for disagreeing with you is a bad thing.

Ellis Mirari wrote:
Maybe the NPC is just as good friend as they are but the world is at stake and the benefits of the many outway the benefits of the few.

If everyone in the scenario, even the accused, are good friends, then it is even less likely to result in the group resorting to PvP.

The accused can express his opinion - such as the heroic "No, they're right... you have to kill me, it's the only way." - and that might sway one side to agree with the other... or they all, not wanting to harm, kill, or mistreat their good friends, work together to find another solution - like life imprisonment rather than outright death (hey, look at that - possible outcome #5).

Ellis Mirari wrote:
Maybe the group has only been together for one or two adventurers they were hired to do and they don't actually know each other that well.

If they are just hired to do this job and don't know each other, then they have no grounds to be arguing - whoever hired them told them what to do with the guy, and the paladin and party members have no investment in the outcome that would drive them to argue about it. If the Paladin thinks the guy is innocent and the job was to kill the guy, then the Paladin would never have taken the job and either he is an NPC (his player making a character that agrees with the rest of the group), or the rest of the group are NPCs (the Paladin being on a solo-quest while the rest of the players come up with characters that don't clash with the Paladin).

Ellis Mirari wrote:
Focus only on the scenario, not the specific relationship you imagine would be present.

I am. You should too.

Your scenario stated that the Paladin and the fellas he is arguing with are a party - that implies a specific relationship, much like if I were to say "So this cop and his partner are arguing about where to eat lunch," you would expect that those two cops have whatever you believe is a typical relationship between partners because I didn't say anything to the contrary, much like you didn't say this is a newly formed party, or a party of childhood friends, or a party paid to do a specific thing that one or more are now deciding they don't want to do.

Ellis Mirari wrote:
The specific circumstances do not matter

The specific circumstances are all that matters.

Otherwise the scenario is just "somebody killed somebody for some reason."

Ellis Mirari wrote:
The paladin is not their good friend. All characters, NPC included, know each other just as well. There.

If the Paladin means no more to the party than the guy they are actively arguing should be killed on the spot, then what you are describing is 100% a party that would never exist within a campaign with a No PvP rule.

Again, as I said earlier in this very post and now multiple times within the thread: You don't forbid PvP by saying "Nope, can't do that," when a player tries to act upon PvP motivations - You forbid PvP by saying "Nope, you can't play a character that would be motivated to PvP actions."

Much like you would not let a player build a character that is a dwarf, play the character in the campaign, and then go "ah, nope - you can't tell that guy you are a dwarf, there are no dwarves in this campaign," whenever it finally comes up in play - you would say right at the beginning of character creation "No dwarves."


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Jaelithe wrote:

But, on the other hand, if players have made clear that their characters' mutual dislike is completely unrelated to their real-world relationship (and are mature enough to handle with graciousness any fallout), they've been on a collision course for some time, and/or come to blows (whether literal or figurative) over something fundamentally insoluble due to their philosophical differences or conflicting objectives—they can't both marry the same (wo)man, to use a simplistic example—is it truly never appropriate to let them resolve the issue between them?

But you see- the players are CHOOSING to make their PC's have "mutual dislike". It's the whole "it's what my character would do!" "Richard" excuse. Yeah- but who decided YOUR character was a CE murdering fellow PC's in their sleep kind of guy?

Many many times the "PC grudge" is rooted in something OOC, anyways.

Yes, it can be fun and cathartic. But it also has the risk- even among mature players- of being something that break up a campaign and even a friendship. The risk is not worth the reward.

It's better to head off such grudges before they get to that level. Or, as in one game, have it settled by a pie fight or Pun fight.

Dark Archive

thenobledrake wrote:

You are missing a very important part of a "No PvP" campaign style - characters which would clash as drastically as you describe in the scenario as to only see the two outcomes you have mentioned are not possible at all.

You don't say "No PvP, but build any style of character with any attitude that you want," and create this mandatory-out-of-character-behavior situation - you say "No PvP, so make characters of similar desires and ideals so that no problems arise during the campaign."

Except......even doing so doesn't eliminate conflict. Back to my old party- the CG Bard and the NG cleric had similar views on doing good, but the how and what vastly at times differed and bumped heads. Magically compelling evil creatures to behave via the sanatarium might seem like a good idea to the cleric-who looked to do good by avariety of means, but was abhorant to the bard who valued free will. This caused a clash. Or the point of drugging the NPC to sleep, and just leaving them in bed of his house unattended which caused a cascade of problems that was the divisive point in our party was started with good intentions that had catastrophic consequences.....and caused the PVP conflict(which the DM squashed).

Just building similar viewpoints doesn't necessitate that you will get along and avoid conflict.


DrDeth wrote:
But you see- the players are CHOOSING to make their PC's have "mutual dislike".

Or circumstances are conspiring to drive a wedge between them.

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It's the whole "it's what my character would do!" "Richard" excuse.

I certainly see how that could be possible, but the idea that it's invariably so is clearly incorrect. Even the example I provided does not fit that template.

Quote:
Yeah ... but who decided YOUR character was a CE murdering fellow PC's in their sleep kind of guy?

Perhaps you could find a more extreme example with which to make your point?

Fortunately, such a character wouldn't be permitted in my game. Player versus player therein would almost certainly be a matter of principle or honor, rather than something petty or childish. I have little tolerance for such stupidity.

In addition, not all players whose characters find themselves at odds have mutual dislike. They could be rivals, friendly enemies, working towards a goal that only one may achieve, have a falling out over any number of issues or occurrences. All the time, the players are enjoying the characterizing, by-play and mounting tension.

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Many many times the "PC grudge" is rooted in something OOC, anyways.

And many, many, many times it's not—at least when playing with adults who act their age.

In the case I described, it definitely wasn't.

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Yes, it can be fun and cathartic. But it also has the risk—even among mature players—of being something that break up a campaign and even a friendship. The risk is not worth the reward.

The risk is inversely proportional to the maturity of the players, and the reward commensurately greater.


carmachu wrote:
Except......even doing so doesn't eliminate conflict.

You realize that I just said "make characters that won't clash with each other in ways that lead to PvP action," and you said "but that won't stop the characters from resorting to PvP actions."?

To your party example: Yes, the Bard and the Cleric will have differences of opinion - but that difference of opinion should not also be coupled with a "screw him, if he keeps disagreeing I'll just take away his ability to disagree," attitude.

For example of what I mean with a rooting in the real world: I have friends with staggeringly different political views. Rather than constantly argue about who is right, or resorting to thinks like him knocking me out so that he can watch some political video I don't want to see at my house, we agree not to discuss politics and to keep our political video watching separate - his at his own house, and mine while he's not around.

Conflict is fine - conflict that will escalate to PvP is not. Luckily, conflict only ever escalates as far as those involved are willing to take it. The key to a No PvP game, as I have said and will now say differently, is to make sure the PCs are not willing to act against their party mates in that way.


As a GM PvP is bad karma. As a PC, I tend to execute anyone who initiates PvP regardless of alignment. I state so before they finish their attack roll (can't trust a backstabber). Now I apply this same logic to NPCs too.

In a consensual dual of honor, I would allow it provided neither Player was actually angry.

Dark Archive

thenobledrake wrote:
You realize that I just said "make characters that won't clash with each other in ways that lead to PvP action," and you said "but that won't stop the characters from resorting to PvP actions."?

You realize that just saying make characters that wont clash with each other in ways..." doesn't actually work when you make them similar and they move in different directions right?

Quote:

To your party example: Yes, the Bard and the Cleric will have differences of opinion - but that difference of opinion should not also be coupled with a "screw him, if he keeps disagreeing I'll just take away his ability to disagree," attitude.

Differences of opinion.....you realize you've pretty much glanced over the earlier part of the discussion on my examples of "poisoning the npc" and police powers, right?

You keep coming back to simple "differences of opinions" when I and others point it its not just differences of opinions, but actual actions characters have taken right?

Your cardboard examples of "screw it if he keep disagreeing with me" has gone far beyond JUST disagreement and into actual actions, right?

Quote:


For example of what I mean with a rooting in the real world: I have friends with staggeringly different political views. Rather than constantly argue about who is right, or resorting to thinks like him knocking me out so that he can watch some political video I don't want to see at my house, we agree not to discuss politics and to keep our political video watching separate - his at his own house, and mine while he's not around.

To use your example, if your friend or you went beyond JUST different poltical views and you or him/her went into poltical actions that were diametrically opposed to each other(take....gay marriage.) One of you decides to spend time and money on antigay groups and foster their beliefs and motives and actions and so on......that's a bit more then

just disagreement. It might foster more actions then just disagree with not talking to each other(such as poltical funding of your own or stop hanging out or so on).

But to further your example.....what happens when you CANT just agree to disagree. Going back to gaming and my old game....he poisoned the NPC with a sleep potion and left her to just die because she was an inconvience. That's not something one can just agree to disagree when your a goodly character, especially when you have police powers.

Quote:


Conflict is fine - conflict that will escalate to PvP is not. Luckily, conflict only ever escalates as far as those involved are willing to take it. The key to a No PvP game, as I have said and will now say differently, is to make sure the PCs are not willing to act against their party mates in that way.

Ok, so what do you do then, to use an example, if you're playing a goodly character, and another player intentionally kills an NPC(and non-evil, non-threat? Do you just stand by and do nothing? How do you then maintain your Goodly alignment then?

How do you NOT act against another player in that case? By your logic you have to do mental jumping jacks to stay together as a party when one does something unjust.

That's not to say the first action is to kill each other- ours wasn't. But it will get that way if played. I was willing when the situation calls for it. I don't go out of my way to start it or look for it, but not going to overlook it if it makes sense either.


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Jaelithe wrote:
The risk is inversely proportional to the maturity of the players, and the reward commensurately greater.

And I would suggest that the need to reach a point of PvP is inversely proportional to the maturity of the players.

carmachu wrote:
thenobledrake wrote:
Conflict is fine - conflict that will escalate to PvP is not. Luckily, conflict only ever escalates as far as those involved are willing to take it. The key to a No PvP game, as I have said and will now say differently, is to make sure the PCs are not willing to act against their party mates in that way.
Ok, so what do you do then, to use an example, if you're playing a goodly character, and another player intentionally kills an NPC(and non-evil, non-threat? Do you just stand by and do nothing? How do you then maintain your Goodly alignment then?

I believe the key was for the original guy not to be a douche and act in a way that was going to bring the party into that level of conflict. You are a basically asking, "So what if a player has their character act like a douche and puts your character in a position where he either calls the douche character or does nothing, do you do nothing?" How about asking the player of the character not to play his character as a douche in the first place?


I'll be responding to only a single thing this time around to try and make sure that my statements are not clouded by use of too many words:

carmachu wrote:
Ok, so what do you do then, to use an example, if you're playing a goodly character, and another player intentionally kills an NPC

In a game which I am running and have said "No PvP," there will not be both a "goodly character" and this other character which finds it okay under some circumstance or another to do something that would so gravely clash with the "goodly" character.

Instead, a character which might consider a course of action along those lines (intentionally killing an NPC without reason), but would ultimately choose not to piss off his friend instead might be in the party.

And okay, I fibbed a bit, one other response: If I know a person is against gay marriage, then that person is no friend of mine - to put that in gaming terms: If I am a character in a party, a character against gay marriage cannot be because one of us might cause a PvP conflict otherwise.


pres man wrote:
I believe the key was for the original guy not to be a douche and act in a way that was going to bring the party into that level of conflict. You are a basically asking, "So what if a player has their character act like a douche and puts your character in a position where he either calls the douche character or does nothing, do you do nothing?" How about asking the player of the character not to play his character as a douche in the first place?

Yes, that is basically what I have been saying.


Ellis Mirari wrote:
thenobledrake wrote:

Ellis Mirari, you seem pretty stuck on the idea that the characters involved in your scenarios are going to inevitably resort to violence.

I do not think that is a fair assumption to make.

The Paladin wants the accused to live so he can be sure of any guilt before a punishment of death is delivered, and the rest of the Paladin's party want to just get the death-dealing over with because they are convinced that the accused is guilty.

Whether those people are NPCs or PCs does not affect that the Paladin does not wish to see his party members harmed or killed, and his party members do not wish to see him harmed or killed either - each wants to convince the other that their course of action is right, but none of those involved are sociopaths lacking the conscience to prevent their thoughts turning from "I'm going to explain to my good friend Gary how he is wrong and I am right," to "I'm going to kick the crap out of my good friend Gary, kill this guy even though my good friend Gary asked me not to, and then the two of us will keep on being friends," or "Gary disagrees with me about something... I guess we aren't friends like I thought we were, so I should kill him, kill this guy he is trying to stop me from killing, and then go on about my life."

First off, I shouldn't have to explicitly state that the characters have a verbal discussion first. Obviously there's going to be dialogue. But here, as in life, you can't often just argue away someone's moral position especially in a life-or-death situation. Assume here that both sides feel strongly enough about it that words have failed to convince them.

Second, PvP =/= violence, As I said in my last post. Using spells, non-lethal combat maneuvers, and stealing from party members is just as much PvP as "kicking the crap out of Gary". If one of these happens, the "No PvP rule" has been broken. The above scenario can end in two ways:

1) The players treat the problem as the way they would if the paladin were...

It is quite an odd group that can handle PvP, yet is destroyed by OOC discussions.


I usually play the sneaky types so GENERALLY when my Character decides "He's gonna die" it's really "In character i will kill him one night long after the campaign ends unless this comes up as a major thing"

that being noted, I did once wind up in a total party war, in which we were divided down the middle with a particularly strict dm who practiced "Thou shalt not ask questions of the quest giver relating to his motives, but don't worry because he's super awesome"

well my Character found one of the quest givers to be pretty suspicious and prone to hanging out with necromancers while ordering us to get powerful artifacts to rebuild an army of warforged......

So in that version of the d20 system, barbarians could multiclass with paladins... with the conduct code overlapping on "Be good, fight to the death"

Anddddd I was stuck! When the questgiver was using his magical DMNPC magic, I wound up questioning him, he got really defensive and before i could act he swung at me, another player jumped in attacking me, one backed me up, eventually leading to the six man party being literally evenly split in half.... though the others on my side didn't get to join in untill after a few rounds (DM LOVED to do that one).. As a murdertank I was able to get each one of them, the other players and the NPC (And his two ub3r compatriots) down to half health before the others got there fully 3 rounds of crossing a flat field after, and I was out cold.

it should be noted that my character was the most loyal of this man until he wiped out two villages. down to every baby


Durngrun Stonebreaker wrote:
Ellis Mirari wrote:
thenobledrake wrote:

Ellis Mirari, you seem pretty stuck on the idea that the characters involved in your scenarios are going to inevitably resort to violence.

I do not think that is a fair assumption to make.

The Paladin wants the accused to live so he can be sure of any guilt before a punishment of death is delivered, and the rest of the Paladin's party want to just get the death-dealing over with because they are convinced that the accused is guilty.

Whether those people are NPCs or PCs does not affect that the Paladin does not wish to see his party members harmed or killed, and his party members do not wish to see him harmed or killed either - each wants to convince the other that their course of action is right, but none of those involved are sociopaths lacking the conscience to prevent their thoughts turning from "I'm going to explain to my good friend Gary how he is wrong and I am right," to "I'm going to kick the crap out of my good friend Gary, kill this guy even though my good friend Gary asked me not to, and then the two of us will keep on being friends," or "Gary disagrees with me about something... I guess we aren't friends like I thought we were, so I should kill him, kill this guy he is trying to stop me from killing, and then go on about my life."

First off, I shouldn't have to explicitly state that the characters have a verbal discussion first. Obviously there's going to be dialogue. But here, as in life, you can't often just argue away someone's moral position especially in a life-or-death situation. Assume here that both sides feel strongly enough about it that words have failed to convince them.

Second, PvP =/= violence, As I said in my last post. Using spells, non-lethal combat maneuvers, and stealing from party members is just as much PvP as "kicking the crap out of Gary". If one of these happens, the "No PvP rule" has been broken. The above scenario can end in two ways:

1) The players treat the problem as the way

...

Don't put words in my mouth. I never said the group would be destroyed. I said that a lengthly OOC moral debate would stop the game when a few rounds of PvP would not, and that a player being ultimately forced to act out of character in such a big moment could create more frustration than having his character lose in a fight fair-and-square.


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pres man wrote:
Jaelithe wrote:
The risk is inversely proportional to the maturity of the players, and the reward commensurately greater.
And I would suggest that the need to reach a point of PvP is inversely proportional to the maturity of the players.

I would dismiss that suggestion as a specious attempt to pigeonhole behaviors, falsely equating 'unacceptable' with 'that of which I don't approve.'


My typical attitude towards deadly or similarly serious pvp is "Never, with exceptions."

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