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Inferi

Inferi

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Azi Demonica said :
I was thinking of something past few days. I think the reason people gradually lose interest in RPs, is because of virtual absence of challenge and competition. I think a stronger emphasis on PvP, penalties, defeat, temporary expulsion, and even death could be useful features in an RP. However, at the same time, it seems some sort of combat system, or HP system, or something, would be needed to regulate the context. Perhaps everyone could put up suggestions, then someone creates a thread to serve as a "table" or "guide" for a combat/HP/rules system that could then flexibly move into any RP. Unless this isn't a good idea, any suggestions, ideas, or thoughts?


Have you tried having PvP combat much? There's a reason it's not done around here at all anymore (besides nobody that's left actually being any good at it) and that reason is that it's a nightmare to either be part of or moderate. It's just not fun for the majority of people.



On a different note: I'm finding it difficult to see why someone searching through Vaults that are 100% going to be dangerous and therefore need at least a somewhat reliable party would contact a very young teenager that has shown no real notable skills at anything ever (as I assume a past life as a spy would not be something anyone knows about) and seems to have power leaking out in an unstable fashion.

I also have to wonder why the bio got overhauled twice, first from a spy to a more normal person and then back to a spy.

I guess I'm feeling nitpicky today, but this just makes no sense to me.
Done in by the dubious doings of destiny.

19-Dec-2017 21:09:29 - Last edited on 19-Dec-2017 21:13:49 by Inferi

Gunslinger Z

Gunslinger Z

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I agree. Most of what I saw of real one-on-one PVP combat in any roleplay would just devolve into a pissing contest at some point. Most competitive roleplays don't even really work here. In my old thread, Cold Streets, it was focused on gang battles, turf wars, things like that. But it still devolved into a big pissing contest because people would pull out all of this impossible shit, not grounded in reality or the theme of the thread. And any measure to counteract that, such as limits on abilities or limits on resources in the case of strategy, it takes a hell of a lot of work to implement and constant supervision, plus the rules would usually just be flouted anyway. It doesn't really work because nobody wants to lose, and if they do, they get pissed off about it and leave the thread or make a ruckus.

I've considered developing a thread to start here but I don't really feel like alot of people here are too interested in modern/non-fantasy stuff. I've always liked to ground my serious threads in realism. If anyone is interested, I may start working on one as soon as I have time.

19-Dec-2017 21:14:05 - Last edited on 19-Dec-2017 21:15:26 by Gunslinger Z

Inferi

Inferi

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Gunslinger Z said :
It doesn't really work because nobody wants to lose.


This. This is the main problem. Nobody is willing to accept that what they are doing isn't perfect, and when someone tries to call them out on bullshit they just become whiny little bitches. It's not worth the effort to try and make it fair because nobody will ever listen.


As for a modern thread, I don't know if I'd be up for it or not. I'd really have to actually see the thread itself before I can say for certain, but I can't guarantee anything.
Done in by the dubious doings of destiny.

19-Dec-2017 21:18:28 - Last edited on 19-Dec-2017 21:20:01 by Inferi

Chris Cook9
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Chris Cook9

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Problem with PvP is ultimately the players decide how much plot armour they have in freeform and there is nothing worse than being killed off by another PC in Pen and Paper for no reason other than poor dice rolls.

Occasionally you can do something awesome but we have one player in our DnD group that routinely tries to betray the party and it got to a stage where people would meta because they we was sick of it because it kept ruining the games.

You need a REALLY good reason to PvP in any game and it has to feel like significant character development and that requires a ton of build up.

19-Dec-2017 21:39:09

NotFishing

NotFishing

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Here are my experiences with pvp combat:
-Players 1 and 2 introduce characters
-They fight a bit
-Player 1 creates a slightly misleading or poorly descriptive post...
-Player 2 misinterprets that post, and writes out their own counter to that move
-Player 1 just remarks: "Well, I never said they were/weren't doing that..." but rather than give Player 2 a chance to correct that error, they write their post anyways and treat the situation as if their opponent is just swinging at air or somehow dodging directly into the attack. Basically making Player 2's character look like an idiot because Player 1 wasn't descriptive enough in their post.
-Player 1 then launches a seemingly harmless attack, such as throwing a tiny pellet, with no indication of what it will actually do when it lands, which means the opponent is therefore incapable of accurately responding. Player 2 will dodge that attack, only for Player 1 to reveal: "that pellet is actually a heat-seeking mini tactical nuke. You can't dodge it, and even if you did you didn't dodge far enough to escape its range."
-Player 2 then gets salty and never combat roleplays again.
Beneath the gold, the Bitter Steel.

19-Dec-2017 21:39:41 - Last edited on 19-Dec-2017 21:40:46 by NotFishing

Azi Demonica

Azi Demonica

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Inferi,
No, I have not did much PvP, but always wanted to implement it somehow. I see, so it’s just not fun. As for moderation, I feel that a table or system would be necessary.

about Vaults in TWE,
Well, there wasn’t really any other way to incorporate Annie’s character into the prologue/introductory post, I think? Annie tends to rely on reusing, so flexibility is minimized.



Gun,
Sounds like you were dealing with kids. Though, if that’s the nature of PvP, whining and resorting to the impossible, then maybe PvP is not worth it. This was why I was thinking about a system or table, or something, to follow as a form of rules, to moderate the combat whilst minimizing the power of the game master.


Inferi said :
Gunslinger Z said :
It doesn't really work because nobody wants to lose.


This. This is the main problem. Nobody is willing to accept that what they are doing isn't perfect, and when someone tries to call them out on bullshit they just become whiny little bitches. It's not worth the effort to try and make it fair because nobody will ever listen.


As for a modern thread, I don't know if I'd be up for it or not. I'd really have to actually see the thread itself before I can say for certain, but I can't guarantee anything.
The first paragraph made me chuckle XD I am a bit surprised, honestly, I did not expect that such a severely negative reaction would occur; shows what I know.

As for a modern thread, I seem to be very bad at those, as the last modern thread I partook I seem to have inadvertently killed and irritated multiple users.

19-Dec-2017 21:39:53 - Last edited on 19-Dec-2017 21:44:51 by Azi Demonica

Azi Demonica

Azi Demonica

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Chris,
As for dice rolls, my combat system would have chance, but in relation to equipment or abilities. Indeed, there should always be room for personal knowledge and experience, too.

A consistent betrayer? What for? I thought RPing was about working together, though that does not apply for PvP I suppose.

Good points for sure, I will think of that.



NotFishing,
That sounds like quite the boring PvP, it is literally The Battle of Vagueness and Logical Fallacies.



(sorry for late replies to you two, I did not notice you had posted)

19-Dec-2017 21:44:30

Inferi

Inferi

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Azi Demonica said :
NotFishing,
That sounds like quite the boring PvP, it is literally The Battle of Vagueness and Logical Fallacies.


That's essentially how combat roleplaying works, though. The actual fight doesn't matter; what matters is how you can pick apart what the other person wrote to give yourself an advantage.
Done in by the dubious doings of destiny.

19-Dec-2017 21:46:32

NotFishing

NotFishing

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Azi Demonica said :
A consistent betrayer? What for? I thought RPing was about working together, though that does not apply for PvP I suppose.


RPing is about the Roleplayers working together, not their characters.

Inferi said :
That's essentially how combat roleplaying works, though. The actual fight doesn't matter; what matters is how you can pick apart what the other person wrote to give yourself an advantage.


And that's why it isn't fun. If I wanted to scan through writing and over-analyze every minor detail for something I can exploit for an argument, I would have become a lawyer.
Beneath the gold, the Bitter Steel.

19-Dec-2017 21:47:06 - Last edited on 19-Dec-2017 21:48:38 by NotFishing

Chris Cook9
Sep Member 2023

Chris Cook9

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I don't know Azi,

I was quick to speak to the individual behind the scenes and say, "Look I appreciate the occasional PC betrayal to spice things up a bit but when your doing it consistently people start to get really angry and does it honestly make much sense?

Yeah we are in a hostile land, I appreciate your character loves it's dictator or whatever but that's no reason to run off telling porkies every time one of our characters question his leadership. Seriously just tone it down because I can't see my character putting up with this **** much longer and I think you'll find the others won't do much to stop me."

19-Dec-2017 21:51:07 - Last edited on 19-Dec-2017 21:52:21 by Chris Cook9

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