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    Non-toxic PvP

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    • JumpscareJ
      Jumpscare @Kestrel
      last edited by

      @Kestrel said in Non-toxic PvP:

      1. 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.

      1. 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.

      Game-runner of Silent Heaven, a small-town horror MU.
      https://silentheaven.org

      MisterBoringM 1 Reply Last reply Reply Quote 3
      • MisterBoringM
        MisterBoring @Faraday
        last edited by

        @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.

        Proud Member of the Pro-Mummy Alliance

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

          @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.

          Proud Member of the Pro-Mummy Alliance

          1 Reply Last reply Reply Quote 2
          • saoS
            sao
            last edited by

            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. 😞

            let it be a challenge to you

            1 Reply Last reply Reply Quote 2
            • RucketR
              Rucket
              last edited by

              Ima big care bear, I wanna PvE.

              If anything has to be PvP, I’d rather it be fun IC drama like, “Oh my gods can you believe Davion wore white after Labor Day” or something dumb like that. I would rather focus on making my character go through their own issues/face their own demons than have to worry PvP.

              1 Reply Last reply Reply Quote 0
              • H
                howyadoin @Jumpscare
                last edited by howyadoin

                @Jumpscare said in Non-toxic PvP:

                Another thing that you need to have zero tolerance for is what I’ll call the pacifist. 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. The two most notable offenders on Silent Heaven had to be removed from the game for their un-collaborative behavior.

                Can you please clarify this and maybe give it an example? It doesn’t seem inherently toxic to either play a non-combat character in a conflict org or to refuse to give Mr. Big Fighty their ego ups in beating on a weaker character. I can actually think of several ways this would be intriguing.

                J 1 Reply Last reply Reply Quote 0
                • J
                  Juniper @howyadoin
                  last edited by

                  Can you please clarify this and maybe give it an example? It doesn’t seem inherently toxic to either play a non-combat character in a conflict org or to refuse to give Mr. Big Fighty their ego ups in beating on a weaker character. I can actually think of several ways this would be intriguing.

                  In good non-toxic PvP environments, the game is designed with a lot of built in conflict invitation flags so players can signal to other players what they want. The health of the environment absolutely depends on players using these flags accurately.

                  Someone who joins a high-conflict faction is signalling that they want to participate in that conflict and should not do that if they can’t OOCly handle it. Pacifists don’t just sit out, they tend to belittle everyone participating and take a revisionist approach to the faction’s raison d’être. Just hope they weren’t given a high value macguffin to protect, they might just hand it over because fighting is wrong.

                  If your game has an area called Murder Alley and it’s well known that going there signals that you are interested in being mugged… sometimes pacifists will wander up and down and snap OOCly at anyone who steps in front of them, and eventually it stops being a reliable signal to find RP.

                  It’s absolutely infuriating for everybody trying to participate in the game’s design as intended. It would be SO easy for the pacifist to join the kittens and hugs faction and avoid Murder Alley.

                  Not to mention that standing there condemning violence while someone punches you in the face is something only video game characters can do. Please… don’t.

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

                    @Juniper I dunno, that sounds like wrongfunning someone for playing the game differently. Pacifists literally do exist, and a pacifist trapped in a high-conflict faction could be an interesting character concept if done well.

                    Of course there should be IC consequences. Beyond the immediate butt-kicking, maybe they get in trouble, get kicked out of the faction, etc. But if there’s a reason for it, who cares? It’s still a story. I can’t see how the opposing character is harmed just because the scene didn’t go the way they wanted.

                    Now there’s certainly a line where what you describe can become trolling. If they are violating established rules on the game (like if it says you MUST fight) or if staff have told them they can’t play a pacifist - that’s different. But a blanket prohibition against pacifist chars seems weird to me.

                    MisterBoringM 1 Reply Last reply Reply Quote 0
                    • KestrelK
                      Kestrel
                      last edited by

                      I don’t know the situation @Jumpscare was alluding to, but I immediately assumed — along, I think, with @Juniper — that the issue being described was actually a player who wrongfuns other people for engaging in the established conflict theme, rather than the other way around.

                      I’ve dealt with this type of player and it’s incredibly frustrating to have someone treat you like you’re a bad mean person OOCly for, say, trying to rob people while being a member of the Thieves’ Guild, lurking in a shifty alley no one is forced to go to. Especially when you’re being compared to other members of the Thieves’ Guild who don’t steal because stealing is wrong, and they just joined to vibe with their friends, but now everyone is treating them like established representatives of the Thieves’ Guild and saying no one is forcing you to be the kind who steals, that’s just you being a jerk. Expecting people to uphold the theme they signed up for isn’t wrongfun, IMO.

                      I thought @Jumpscare’s suggestions were pretty useful and I ended up making some notes: have clear expectations for how factions engage, and I think I might even write up an OOC newbie guide on “which faction should you join” that spells stuff out like, if you don’t like combat then Engineers or Cooks’ Guild is a good fit, and if you aren’t comfortable with high risk then don’t join the Militia.

                      FaradayF 1 Reply Last reply Reply Quote 0
                      • FaradayF
                        Faraday @Kestrel
                        last edited by

                        @Kestrel said in Non-toxic PvP:

                        Expecting people to uphold the theme they signed up for isn’t wrongfun, IMO.

                        To a point, I agree, but defining that line can be tricky. Like I agree that wrongfunning the cutthroat thief is wrong, but so is wrongfunning the thief who just got pressured into it by their friends and is actually conflicted about it. BOTH are playing within the theme, they’re just playing differently.

                        If staff doesn’t want a conflicted thief because it isn’t in line with their vision of the theme, they shouldn’t approve that character in the first place. Similarly if they’re worried about the hard edge of the Thieves Guild being diluted by too many “exceptions”, they can control that too.

                        1 Reply Last reply Reply Quote 0
                        • H
                          howyadoin
                          last edited by howyadoin

                          Yeah if the intended message was “people who OOCly wrongfun players for following the literal theme and are a tax on staff with their complaints about how the murder guild murders people and won’t reform” that makes way more sense.

                          But if you’re a mousey accountant for the murder guild and all you do is launder money and you don’t want to be murdering people but the cops come and don’t have enough fun shooting you in the face because you just lay down and die, I don’t see a problem.

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

                            @Faraday said in Non-toxic PvP:

                            Pacifists literally do exist, and a pacifist trapped in a high-conflict faction could be an interesting character concept if done well.

                            There’s a difference between being an IC pacifist and being an OOC pacifist that prefers everyone be pacifist, which I think is the version @Juniper was commenting about.

                            Proud Member of the Pro-Mummy Alliance

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