pvp vs pvp
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I feel like, as others have said above, there’s a difference between Player vs Player conflict and Character vs Character conflict. Yes, sometimes people get frustrated or upset and CvC becomes PvP, but most of the stress and toxicity I’ve seen from games on which competition of that sort was encouraged comes from PvP, where the egos of the players get involved and it’s less about losing the character (sometimes it is) and more about just losing.
I have no interest in high-stakes Player vs Player conflict. If I did, I would play PvP video games or play competitive chess or try to become a professional poker player. I love high-stakes Character vs Character conflict, when done with a player who you trust in search of a better story for all involved. I find it elevates the heart-rate almost as much as high-stakes PvP, and has a much better chance of a positive outcome.
I wish that there were more games that were open to CvC conflict (alongside PvE) but whose staff came down hard on any attempts to turn CvC into PvP. And if I had more time in my life, I would absolutely run the one I’ve designed.
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Reading over @Roadspike’s post, I want to pick out this line about CvC: “when done with a player who you trust”. I would kindly submit that this is rare less because games don’t allow it and more because it requires a solid underlying OOC relationship with the other player. This is not the dynamic we enjoy with most other players and not really something a game can be designed around.
I also want to pick out a few words that turn “CvC” (positive connotation) into “PvP” (negative connotation):
Frustrated, upset, stress, toxicity, egos, [dislike of] losing
These are the same pitfalls endemic to any competitive context, and these are things that we can design around. Healthy PvP requires the same things as “CvC” as described above, and there are things that a game runner can do to address them.
1. Trust/fairness (the belief that success is based on mutually shared controls, evenly applied)
OOC masque and private sheets came up earlier as things that make a game system more conducive to PvP, and that FS3/Ares is bad for PvP because it emphasizes transparency. A hot take here on my part is that transparency increases your odds of maintaining a healthy PvP environment dramatically because it helps address concerns of trust and fairness directly without relying on OOC relationships.
A more obvious thing is having referees who ensure that the rules of an encounter are understood and enforced evenly.
Other things game design can address in this space are stat bloat for older characters by limiting the amount of progression that can be made and access to “high caliber” gear. This is not to say that any advancement is bad, but the more advantages long-time (or “staff favorite”) players have, the less fair the playing field will feel and the more likely it is to incur OOC upset.
2. Sportsmanship (the practice of winning or losing graciously)
This one is harder to set up mechanics around, but you can easily design policies with it in mind. The expectation that players do not complain about the outcome of an encounter, that they do not engage in mean-spirited activity, that they maintain a modicum of care and concern for the fun of other players, applies in any competitive context and should be enforced. Referees in most sports can penalize players for bad behavior just as they would violating any other rule.
Why bother?
Even if your game has no PvP, PvE is not a panacea and the two points above still matter. The big difference between PvP and PvE is not that drama connected to these two things or the lack thereof doesn’t occur in one and they do in the other. It’s that in PvE the target of the upset is much more limited: one GM rather than a whole crew of opposing PCs. Designing and policing your game to promote Trust and Sportsmanship is still a good idea because even a PvE game is, fundamentally, a game.
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@Trashcan said in pvp vs pvp:
transparency increases your odds of maintaining a healthy PvP environment dramatically
1000% this.