Honestly any RP result that takes a character permanently out of play is one that I don’t want to have to be the one to do to someone else & will bend over backwards regardless of IC logic in order to avoid so doing. Consent should be required both for dying and making me kill you. 
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RE: Non-toxic PvPposted in Game Gab
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RE: Tales of Zalanthasposted in Game Gab
@Wikibara said in Tales of Zalanthas:
@Juniper It’s for people who want to live in both denial and sadness simultaneously, I guess.
Ah. Marriage.
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Ascension Sojourns Spring 2026 Updateposted in Game Ads
Ascension Sojourns is a WOD 20th game accepting players for Mortal, Sorcerers, Psychics, Mage, Garou, Kinfolk, and Bygones.
The political climate has cooled. Life has returned to a more peaceful time. For the moment the darkness as crept back into the shadows. But how long will that last?
Plots are dynamic and ongoing. Staff is available and responsive. We are a small game that welcomes players of all experience levels. Starting Xp is awarded for interesting and needed concepts. Group applications will be entertained.
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RE: Non-toxic PvPposted in Game Gab
@Jumpscare said in Non-toxic PvP:
Non-consensual character death is the least fun and most toxic outcome.
I think this differs player by player. There’s a small subsection of players that are fully okay with non-consensual character death because they (myself included) chose to allow that as a potential for their PC’s plot line. Death requiring consent should be the standard, but with the ability to opt out if one chooses.
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RE: Non-toxic PvPposted in Game Gab
@Faraday said in Non-toxic PvP:
I think that’s great, but also an example of what I mean about systems not being scalable. Ice cream socials, debriefs, etc. work great for managing bleed with small groups of friends and/or modestly sized LARP groups.
We did it with 55 players at our largest session. A few of the players would stop playing early to set up the ice cream buffet and we made sure to let everybody have a voice during the debrief. I could see it definitely being an issue in larger games though I would also compartmentalize the debriefs into smaller subgroups in that situation.
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RE: Non-toxic PvPposted in Game Gab
@Kestrel said in Non-toxic PvP:
- Ordinarily, character death requires consent. Your character can get into serious fights and someone can even try to assassinate them in theory, but the setting’s magic prevents them from falling into the red without prior staff discussion/approval from both parties.
I think this should be the standard. Non-consensual character death is the least fun and most toxic outcome.
- Players can permanently toggle a setting that makes their characters killable when they roll in; the flag is publicly visible and is intended as an “I’m up for anything do your worst” signal. In exchange they enjoy slightly accelerated XP gains (think in the realm of 10%), but obviously it means staff won’t rescue them from open PK unless there’s a very obvious/overt sign of OOC-motivated abuse.
I think that’s a setting I’d only be comfortable turning on some months in to my character when I feel like I’ve played out their story completely. I also think it should only be allowable by other characters who have also turned the flag on, for fairness. Turning it on during character creation sounds like a recipe for toxic players to be predators.
Early on in Silent Heaven’s development, I played with the concept of allowing only specific characters to kill your character. Ultimately, I scrapped it and decided that character death can only happen in dangerous zones that are only accessible through Storyteller involvement.
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RE: Tales of Zalanthasposted in Game Gab
@Juniper said in Tales of Zalanthas:
Let the skulking commence
I totally read the correct word the first time, definitely didn’t misread it as something else.
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RE: Non-toxic PvPposted in Game Gab
I would turn it on and immediately request to staff that I not be given the bonus XP for doing so. I have no interest in incentives of that kind and also have no problem with my PCs dying or being permanently maimed or whatever as long as it makes good story and the Staff and other Players are all dedicated to making whatever happens the best story possible.
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RE: Non-toxic PvPposted in Game Gab
@Juniper This was exactly what I anticipated.
I also think that some people might turn it on thinking they are okay with conflict & want to present as ready for anything but then shit gets real and they are not as together as they think.
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RE: Non-toxic PvPposted in Game Gab
@Kestrel said in Non-toxic PvP:
One system I’ve been thinking about which I’d like some feedback on:
Would you play a game where:
- Ordinarily, character death requires consent. Your character can get into serious fights and someone can even try to assassinate them in theory, but the setting’s magic prevents them from falling into the red without prior staff discussion/approval from both parties.
- Players can permanently toggle a setting that makes their characters killable when they roll in; the flag is publicly visible and is intended as an “I’m up for anything do your worst” signal. In exchange they enjoy slightly accelerated XP gains (think in the realm of 10%), but obviously it means staff won’t rescue them from open PK unless there’s a very obvious/overt sign of OOC-motivated abuse.
I’m mainly interested in how people who wouldn’t turn it on would feel about this sort of system. Would it make you feel like a kind of second-class citizen that some people are getting more XP by being more willing to risk their characters? Would you feel pressured to turn it on even if the idea of open PK makes you uncomfortable? Do you think it would create a toxic subculture within the game’s wider community?
I wouldn’t turn it on. I’m the kind of player who is up for basically anything except death. I’d definitely be interested in some kind of flag to encourage people to enjoy some conflict with me, but the story abruptly ending because ganked ain’t it.
On staff side I immediately foresee people turning it on for XP gains, insisting they are cool with it, but then being so unpleasant when targeted that everyone steers clear and they essentially get that +10% xp for free.