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PvP

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PvP stands for player versus player, and it refers to a style of gameplay where the characters controlled by the players are in conflict with each other, either directly or indirectly. PvP can be a challenging and rewarding experience for some players, but it can also cause frustration and resentment if not handled properly. Therefore, it is important to consider some aspects of PvP before incorporating it into your tabletop role-playing game (TTRPG).

Some aspects of PvP in TTRPGs are:

  • Consent: PvP should be agreed upon by all the players and the game master (GM) before the game starts. Some players may not enjoy PvP, or may have different expectations of how it should work. It is best to discuss the reasons, goals, and boundaries of PvP with everyone involved, and make sure everyone is comfortable with the level of conflict and consequences. If someone is not interested in PvP, they should not be forced to participate or be targeted by other players.
  • Balance: PvP can be difficult to balance, especially in systems that are not designed for it. Some characters may have an unfair advantage over others, either because of their abilities, equipment, or circumstances. This can lead to one-sided fights, where the outcome is predetermined or obvious. To avoid this, the GM should try to create a fair and interesting arena for PvP, where the characters have equal opportunities and challenges. Alternatively, the GM can use a different system or ruleset for PvP, such as a diceless or narrative-based one, where the focus is more on the story and the drama than the mechanics and the numbers.
  • Motivation: PvP should have a clear and compelling motivation for the characters, not just the players. The characters should have a reason to fight each other, whether it is personal, professional, or ideological. The motivation should also be consistent with the character’s personality, goals, and alignment. PvP should not be done for the sake of PvP, or because the player is bored or malicious. PvP should be a meaningful and engaging part of the story, not a disruptive and random event.
  • Consequences: PvP should have realistic and appropriate consequences for the characters and the game world. The outcome of the fight should affect the character’s status, reputation, relationships, and resources. The consequences should also be proportional to the stakes and the severity of the conflict. For example, a friendly sparring match may not have any lasting effects, while a deadly duel may result in death, injury, or exile. The consequences should also be accepted by the players and the GM, and not be ignored or retconned later. PvP should have an impact on the game, not be forgotten or dismissed.

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