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    pvp vs pvp

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    • PavelP
      Pavel @MisterBoring
      last edited by Pavel

      @MisterBoring said in pvp vs pvp:

      given that our hobby is at its core supposed to be collaborative storytelling

      Given that how you want to play is collaborative storytelling. Just because that’s what (general) we forum users tend to prefer doesn’t make that the default for the hobby as a whole.

      He/Him. Opinions and views are solely my own unless specifically stated otherwise.
      BE AN ADULT

      JennJ 1 Reply Last reply Reply Quote 2
      • AutumnA
        Autumn
        last edited by

        I agree with both of you! I enjoy not knowing everything OOC about other characters so I can discover it in play, and I enjoy knowing enough OOC about other characters to make RP happen.

        If I’m playing in the Vampire sphere, I find it useful to know who the other vampire characters are, so I know who to look for if I want to talk IC about vampire stuff without a lot of hemming and hawing to make sure we’re not breaking the IC Masquerade by doing so. On the other hand, I don’t want to know what their sheets look like or what their backstories are because I enjoy that mystery.

        But I’m also pretty sure everyone draws the line dividing “things they like to know about OOC” from “things they like to not know about OOC” in a different place. OOC Masq is a spectrum.

        PavelP 1 Reply Last reply Reply Quote 2
        • PavelP
          Pavel @Autumn
          last edited by

          @Autumn said in pvp vs pvp:

          OOC Masq is a spectrum

          Basically everything is, especially matters of preference. But everyone has their way, and their way is superior because it’s theirs, etc, etc.

          He/Him. Opinions and views are solely my own unless specifically stated otherwise.
          BE AN ADULT

          1 Reply Last reply Reply Quote 0
          • JennJ
            Jenn @Pavel
            last edited by

            @Pavel said in pvp vs pvp:

            Given that how you want to play is collaborative storytelling. Just because that’s what (general) we forum users tend to prefer doesn’t make that the default for the hobby as a whole.

            I try not to slip into the idea of there being ‘wrong fun’ even if it’s not a style of fun that’s fun for me.

            But. I’m not sure I can see this in ways that wouldn’t be wrong fun. This hobby is LITERALLY comprised of nothing more than dice and co-writing stories with each other. Co-writing stories seems to be a definition of collaborative storytelling, unless your only and entire RP is a string of endless vignettes.

            Could you expain how it’s possible to MUSH without collaborative storytelling because I’m super confused and not understanding what you mean.

            We're all mad here.

            PavelP FaradayF 2 Replies Last reply Reply Quote 0
            • PavelP
              Pavel @Jenn
              last edited by

              @Jenn Sure. First:

              @Jenn said in pvp vs pvp:

              This hobby is LITERALLY comprised of nothing more than dice and co-writing stories with each other.

              That’s not true.

              That’s what we primarily do. It’s not the entirety of the hobby. MUDs are included, RPIs, weird shit I don’t even know about are probably included too. Cybersphere was an example I used earlier, and that’s definitely a MU. It had/has RP, deep and meaningful storylines. It also had the risk of you just being gunned down in the street, using combat code without any RP, because someone wanted your shoes.

              He/Him. Opinions and views are solely my own unless specifically stated otherwise.
              BE AN ADULT

              JennJ 1 Reply Last reply Reply Quote 2
              • FaradayF
                Faraday @Jenn
                last edited by

                @Jenn said in pvp vs pvp:

                Could you expain how it’s possible to MUSH without collaborative storytelling because I’m super confused and not understanding what you mean.

                There is no one true universal definition for what a MUSH is. For some it’s more TTRPG+some writing. For others it’s more storytelling with (maybe) some dice or cards or something. Different players and games fall at different points along that scale.

                But even if we accept the supposition that collaborative writing is the core, how you collaborate is open for debate.

                Think of an improv troupe. It’s more about going with the flow on the fly, not knowing detailed backstories and collaborating OOC about the details and stuff. I think that’s akin to an OOC Masq.

                1 Reply Last reply Reply Quote 1
                • JennJ
                  Jenn @Pavel
                  last edited by

                  @Pavel

                  I guess I should have been clearer. It was stated earlier we were talking about PvP MUSH’s rather than MUDs or other things. I’ve not encounterd a MUSH that wasn’t storytelling first and foremost, but. There a a lot of things I haven’t encountered, too.

                  We're all mad here.

                  PavelP 1 Reply Last reply Reply Quote 0
                  • PavelP
                    Pavel @Jenn
                    last edited by

                    @Jenn said in pvp vs pvp:

                    It was stated earlier we were talking about PvP MUSH’s rather than MUDs or other things.

                    Unfortunately, as @Faraday said, there’s no clear distinction between MUSH and ‘other things.’ Does coded combat make it not a MUSH? Does roleplay make it not a MUD? Does a lack of furries make it not a MOO? There’s no hard line.

                    He/Him. Opinions and views are solely my own unless specifically stated otherwise.
                    BE AN ADULT

                    1 Reply Last reply Reply Quote 2
                    • PavelP
                      Pavel
                      last edited by Pavel

                      And this is only anecdotal, but my experience of MUing earlier than the last decade… two decades… or so has been… less collaborative and more authoritative. Staff ran plot, and players reacted to it. Co-creation wasn’t really as important as it is now, sure it happened but it wasn’t the focus. So, storytelling? Absolutely. Collaborative? Not to much of my recollection.

                      As more and more places put the storytelling onus on players more than staff, player agency increased, and so co-creation became a requirement rather than an optional extra. So it certainly feels more collaborative than it was.

                      Though that could also be because we’re all fifty years older and we don’t have time to tolerate the bullshit we used to put up with.

                      He/Him. Opinions and views are solely my own unless specifically stated otherwise.
                      BE AN ADULT

                      FaradayF 1 Reply Last reply Reply Quote 3
                      • FaradayF
                        Faraday @Pavel
                        last edited by

                        A few decades ago, we had more of a bell curve of gameplay styles among MUSH/MUX games.

                        TTRPG/often-PVP games on one end, full-consent on the other. One highly authoritative (through GMs or code), the other highly collaborative (at least until you hit a wall and someone picked up their toys and went home.)

                        Both extremes were (and probably still are) super popular among a subset of players, but had dramatic issues. TTRPG/PVP games became known for capricious behavior. Full-consent games often devolved like schoolkids playing cops and robbers. “I got you!” “Did not!” “Did so!”

                        So over time, we saw a shift toward the middle. Fewer headaches for staff, more agency for players to run their own plots (since GM staff became harder to come by), and a wider appeal to potential players (which became even more important as MU populations dwindled.)

                        That’s not to say you can’t make a successful game in the margins these days. I just don’t think the shift to the middle was random, or the result of PVP players going to video games or whatever. I think it was just collective experience into what kinds of games appealed broadly and weren’t nightmares to run.

                        1 Reply Last reply Reply Quote 5
                        • PavelP
                          Pavel
                          last edited by

                          It definitely feels like Faraday’s the actual MU historian and my brain is wandering through ruins of memories like Philomena Cunk.

                          “At first, most MUSHes were ruled by mysterious figures called staff, who controlled everything like digital Roman emperors with slightly more access to @boot. These staff ran plots, awarded XP, and decided whose tragic backstory was tragic enough. Players were largely decorative.”

                          He/Him. Opinions and views are solely my own unless specifically stated otherwise.
                          BE AN ADULT

                          FaradayF 1 Reply Last reply Reply Quote 6
                          • FaradayF
                            Faraday @Pavel
                            last edited by Faraday

                            @Pavel said in pvp vs pvp:

                            It definitely feels like Faraday’s the actual MU historian and my brain is wandering through ruins of memories like Philomena Cunk.

                            Lol, I think we just played on a different cross-section of games. My early experiences were at both extremes, between SW games (better have your +blaster +equipped in case you get ambushed in the town square) and historical ones like Maddock (barely an admin or GM in sight). I didn’t start out anti-PVP, I became so through experience.

                            1 Reply Last reply Reply Quote 2
                            • R
                              Roadspike
                              last edited by

                              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.

                              Formerly known as Seraphim73 (he/him)

                              1 Reply Last reply Reply Quote 9
                              • TrashcanT
                                Trashcan
                                last edited by Trashcan

                                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.

                                he/him
                                this machine kills fascists

                                MisterBoringM 1 Reply Last reply Reply Quote 7
                                • MisterBoringM
                                  MisterBoring @Trashcan
                                  last edited by

                                  @Trashcan said in pvp vs pvp:

                                  transparency increases your odds of maintaining a healthy PvP environment dramatically

                                  1000% this.

                                  a man with a beard wearing a brown jacket

                                  Proud Member of the Pro-Mummy Alliance

                                  R 1 Reply Last reply Reply Quote 4
                                  • R
                                    RedRocket @MisterBoring
                                    last edited by

                                    You know what I notice about the posts in this thread? Most of the people who are adamantly against PVP are also people who ran from any game where they thought it might happen before ever giving that game a chance. The objections to ICA=ICC always seem to be that a hypothetical psychopathic player will just go out killing everyone for OOC reasons and ruin the game anyway, so they might as well abandon the game before it happens.

                                    It’s like people who never go on dates because they know it’s going to go poorly so why even try? Most of them are giving up based on fear alone.

                                    Not that there isn’t a valid point that yes, there are assholes in the world and if someone is PVPing just to be an OOC prick staff should step in and do something about it. If you feel you are being targeted for PVP just because someone wants to be a jerk with no IC reason tell a staff member then bow out of the scene gracefully OOCly.

                                    It’s highly unlikely staff are going to make you fight to the death over some random encounter with zero IC motivation.

                                    I know PVP adds complications to a game, but I also know the only games that I remember 30 years later are the games that there was danger of dying on.

                                    I remember the epic battles, the crazy stunts, the insane back and forth between factions. I remember the after battle orgies and divvying up the loot. I remember someone leaving the head of a NPC cop in a box on my door step so that the law would come after me and keep me out of the action for a few weeks while I was a suspect.

                                    What do I remember about the “safe” games where everything is negotiated ahead of time and there are never any surprises because everything had to be approved by a +job first? Not much.

                                    MisterBoringM FaradayF 2 Replies Last reply Reply Quote 0
                                    • MisterBoringM
                                      MisterBoring @RedRocket
                                      last edited by

                                      @RedRocket said in pvp vs pvp:

                                      The objections to ICA=ICC always seem to be that a hypothetical psychopathic player will just go out killing everyone for OOC reasons and ruin the game anyway, so they might as well abandon the game before it happens.

                                      I have no objections to ICA=ICC and I have both played with and had the misfortune of having to deal with psychopaths who PVP for purely OOC reasons as staff.

                                      I too remember some of those games having epic battles and stuff, and I also remember games where getting asked for “RP” from certain characters meant a pvp combat scene. In a few rare cases, those players managed to single out completely new players with completely new characters.

                                      Your experience is not my experience, and neither of our experiences are invalid in this particular conversation. Everybody has their own thoughts on the topic and there’s probably not a single sweet spot of PVE / PVP balance that covers everyone in the hobby.

                                      Proud Member of the Pro-Mummy Alliance

                                      M 1 Reply Last reply Reply Quote 6
                                      • M
                                        Muscle Car @MisterBoring
                                        last edited by

                                        It’s funny, the only time I ever PKed, I felt like shit for a week afterward, even though the player was seemingly okay with the outcome. I’d been in PVP situations a few times before and since, but just deleting someone’s character in one roll was rough. IC he fully deserved it, the player even agreed, but I didn’t like how it made me feel.

                                        Fast forward some 15 years and the game where I was playing a genuine honest good guy type, that’s the game 2 different people OOC accused me of wanting their characters dead and ran to the ST for safety. The thought had never crossed my mind regarding them. Most amusingly the one character I’d have been happy to bump off didn’t even realize IC or OOC that she was the one person on my list and came about one sentence away from flying lead.

                                        It’s all good though, cause I’m free and she’s still in her self-made pit.

                                        Got what you wanted, lost what you had.

                                        1 Reply Last reply Reply Quote 1
                                        • FaradayF
                                          Faraday @RedRocket
                                          last edited by

                                          @RedRocket said in pvp vs pvp:

                                          Most of the people who are adamantly against PVP are also people who ran from any game where they thought it might happen before ever giving that game a chance.

                                          If you like PVP - more power to you. I don’t have any problem with people playing/running games that do not align with my personal tastes.

                                          But many of us in this thread are speaking of actual things that have happened. We gave the games (plural) chances (plural) and we didn’t have fun. Your characterization of the anti-PVP conclusion is very dismissive.

                                          It’s highly unlikely staff are going to make you fight to the death over some random encounter with zero IC motivation.

                                          I have literally had this occur on a PVP game before, and know of others who also have.

                                          I also know the only games that I remember 30 years later are the games that there was danger of dying on. What do I remember about the “safe” games where everything is negotiated ahead of time and there are never any surprises because everything had to be approved by a +job first? Not much.

                                          Okay? I have plenty of fun, detailed memories from the “safe” games and mostly unpleasant ones from the PVP/permadeath games. All that means is that we like different things. That doesn’t make what you like superior to what I like (or vice-versa).

                                          1 Reply Last reply Reply Quote 10
                                          • juniperskyJ
                                            junipersky Administrators
                                            last edited by

                                            Running from a game that involves some kind of play you have tried before and don’t enjoy is a rational thing to do.

                                            1 Reply Last reply Reply Quote 11
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