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  • RE: Non-toxic PvP

    @Faraday said in Non-toxic PvP:

    @Roadspike said in Non-toxic PvP:

    The pacifist is a player archetype who will join a moderate or high conflict group, then do as much as they can for their faction without engaging in the central conflict.

    This is what I’m reacting to.

    But you cropped out half the definition. It doesn’t make sense without the second half:

    Then, when they get backed into a position where they’re called upon to resolve a conflict by fighting it out, they’ll agree to the fight but refuse to fight back, letting the opposing side win, in order to give the other players the most unsatisfying resolution possible.

    There have been plenty of pacifists in SH that don’t act as the proverbial rock in the shoe. They don’t stand in the way of scenes, they don’t unnecessarily prolong assured victories, and they don’t make the resolutions agonizing.

    By removing the second half of the definition, you’re missing the core problem of the player archetype I was describing.

    I’ll digress, though. We’ve discussed this example thoroughly.

    posted in Game Gab
  • RE: Non-toxic PvP

    Oh, I do.

    posted in Game Gab
  • RE: Non-toxic PvP

    Building on the mention I made earlier about taking a revisionist stance to a raison d’être…

    Basically, if I’m in the Pirate faction being a menace on the seven seas, I don’t want to be constantly having arguments with another pirate who believes a REAL pirate never takes another person’s property without permission, and I’m making life hard for pirates by giving them a bad name.

    Like… what?

    posted in Game Gab
  • RE: Non-toxic PvP

    @Faraday said in Non-toxic PvP:

    It is someone whose very existence is predicated on being part of a moderate to high-conflict group and then avoiding conflict.

    I think we have to clarify whether we’re talking about someone playing an IC pacifist and the narrative of such a character. The character should strive to avoid conflict, sure, but at the same time, in order to create amazing story out of that, that pacifism should be tested by them being backed into a situation where they either maintain their pacifism and have to escape harm, or their personal ethics break and they evolve as a character.

    On the other hand, you could have someone who’s character isn’t a pacifist, but they as a player choose to avoid CvC whenever possible, and also wish to stop the rest of their group from participating in such narratives with their PCs, regardless of their players intentions.

    I think we need to really separate the IC pacifism vs OOC pacifism in this context, because I can totally see amazing narratives coming out of someone playing an IC pacifist in a CvC heavy faction, but can also see how OOC pacifism can lead to other OOC pitfalls.

    posted in Game Gab
  • RE: Non-toxic PvP

    Well, to clarify: if the sentiment being discussed is that pacifist characters don’t belong on PvP games and should always be disallowed, I don’t agree with that sentiment. I think you ideally want to cultivate a kind of healthy player ecosystem, where people with different playstyles can engage in ways that are compatible. For instance, I’m generally happy playing villains, but I don’t really care about winning or losing, I just enjoy drumming up excitement and giving people something to bounce off of. I don’t see a pacifist character as incompatible with that, because as long as we’re both having fun, me twirling my moustache and someone else going, “Oh my god! Someone stop that villainous scum!” can create good story for both of us, and solidify both of our concepts.

    With that said, and with the explicit caveat that I don’t see outliers as inherently problematic, it can and often does become a problem when the outlier ethos gets normalised in the setting it’s supposed to be pushing back against. So if the theme is space war between humans and aliens, it can be cool to have one or even two guys on the ship going, “Have we even tried talking to them? There has to be a better way than killing each other!” And they can play at being morally upstanding rebels defying the majority consensus. But once one of two things happen:
    a) The majority of characters aboard the ship are now Team Peace With Aliens
    b) Players start to get very caught up OOCly in wanting to ensure their IC ideology wins, and get frustrated when the aliens still want to kill them or the staff-run space-guard can’t be persuaded against war

    Then you will no longer be having a good time playing the Space War game. IIRC this kind of happened on The 100 MUSH, for instance.

    This is also the Drizzt problem. One Drizzt is OK and shows drows can be different. But if every drow is Drizzt, then thematically what are drow even? What’s he rebelling against?

    I have no skin in the game for whatever happened on SH, and I apologise if it seems I’m moving the goalposts; I realise this isn’t the point that was previously being made, I’m just broadening the discussion.

    posted in Game Gab
  • RE: Non-toxic PvP

    @Faraday said in Non-toxic PvP:

    That was literally the statement that kicked off this entire tangent. A proposed zero-tolerance policy towards pacifist characters in high-conflict factions.

    Looking back to @Jumpscare’s original post about zero tolerance for this type of player, I want to know that they are describing an archetype that they’re calling “the pacifist,” not players playing pacifist characters at all.

    Here’s the actual description.

    @Jumpscare said in Non-toxic PvP:

    The pacifist is a player archetype who will join a moderate or high conflict group, then do as much as they can for their faction without engaging in the central conflict. Then, when they get backed into a position where they’re called upon to resolve a conflict by fighting it out, they’ll agree to the fight but refuse to fight back, letting the opposing side win, in order to give the other players the most unsatisfying resolution possible.

    @Juniper then clarified with:

    Pacifists don’t just sit out, they tend to belittle everyone participating and take a revisionist approach to the faction’s raison d’être.

    Again, referencing the character archetype, not anyone who wanted to play a character with pacifist beliefs.

    @Kestrel kept up with the idea that this was about a character archetype who uses their character’s pacifism as a bludgeon to wrongfun people playing characters who fit with the purpose/vibe of the faction.

    I admit that I lost the thread a little bit with the specific example mentioned later, since it refers to some situations and mechanics specific to a game that I don’t play, but I don’t believe that there was ever an intention to ban people from playing pacifist characters, just characters who fit the archetype of a character who is (irony intended) a militant pacifist who uses their beliefs to demean and socially bludgeon characters who engage in violent IC actions within the designed theme and setting of the game.

    posted in Game Gab
  • RE: Non-toxic PvP

    @bear_necessities said in Non-toxic PvP:

    @Jumpscare That has nothing to do with these people playing pacifists. It sounds like you have some jerk players. But there are jerk pacifists and there are jerk combatants and there are jerk everythings. It’s not a pacifist thing.

    In a thread about non-toxic PvP it seems pretty on-topic to bring up the issues caused by both jerk combatants and jerk pacifists? And I notice that people often discuss the former but rarely acknowledge the issues with the latter. No one is saying you can’t play a pacifist, pacifists ruin PvP games, any more than anyone is saying that all combat characters are domineering murderhobos. But problematic pacifists exist, as do problematic combatants. There are specific issues with each that healthy community management needs to account for.

    posted in Game Gab
  • RE: Non-toxic PvP

    @Jumpscare That has nothing to do with these people playing pacifists. It sounds like you have some jerk players. But there are jerk pacifists and there are jerk combatants and there are jerk everythings. It’s not a pacifist thing.

    posted in Game Gab
  • RE: Non-toxic PvP

    There’s social conflicts, espionage, vandalism, and more on SH. But just because something is IC doesn’t mean it’s automatically fun. Here are three examples of when a PP became too much effort to allow them to continue playing.

    One PP was secretly exploiting code to stalk other players in order to show up immediately where the RP was happening in order to get in the way. I’ve since patched those exploits.

    Another PP had been given a no-contact request from a number of characters who were tired of their shenanigans. (A no-contact request is a last resort when two people’s RP styles are untenable with each other. It means no direct RP, no plotting against each other, and to keep interactions minimal in public events.) The PP then sent their friends to get in on the scenes on the PP’s behalf, then report back so the PP could influence things nearby (e.g. vandalism) in an “I’m not touching you” plausible deniability manner, giving the people on the no-contact list zero recourse to react.

    A third PP was asked to tone down the snark. When the snark was not toned down, we said to stop the snark entirely. This resulted in the PP repeatedly saying IC something along the lines of, “I have no opinion I can voice on this matter,” as a way of getting around the snark ban.

    In all three examples, their goal isn’t to provide fun conflict, it’s to wear down the other players by getting in the way as often as possible, while also denying any satisfying resolution. They typically don’t care about the win or the loss in the plot, because they score a win simply by disrupting the scene and forcing everyone to deal with their antics.

    posted in Game Gab
  • RE: Non-toxic PvP

    @Jumpscare Makes sense, thanks. I think you should’ve included that detail in your scenario above to paint a clearer picture of what was happening.

    But idk man. At the end of the day, people aren’t assholes for using in-game mechanics to create a story, so if it had ended like Jumpscare initially said it did? I don’t see the issue. The issue is when people take it way too far, cross a line, and act like dicks because they can’t take the L and move the fuck on.

    posted in Game Gab