I have mixed feelings about violent pvp (contrary to my reputation amongst people who know me only from Maelstrom, a pvp system). In my local system I really dislike it, as it just gets too personal and breeds bad feeling. Not amongst everyone, but among enough people that it isn't healthy.
Also, you touched upon a nerve of bad memory in your OP, with the 'pranks' between characters in tabletop. I have poor memories of what was in hindsight just bullying when I was a young tabeltop gamer, where pvp can just be a way of players establishing dominance. PvP as a macho pissing contest is the worst kind IMO (and characterised what I disliked about some of the pvp in the last year of 'strom).
Having said that, I am all for conflict between consenting players (which is why I liked the Huntress game- you are targetting people who have themselves killed others, so I have no sympathy if they get upset when it happens to them. Most of those players thankfully have the good grace to take it well though).
Equally, I tend to think that pvp may be a consequence of people caring a whole lot about the game- they are willing to take extreme measures to achieve character goals. Thus making it possible, but with consequences and some difficulty, is my ideal state.
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Date: 2012-11-27 05:08 pm (UTC)Also, you touched upon a nerve of bad memory in your OP, with the 'pranks' between characters in tabletop. I have poor memories of what was in hindsight just bullying when I was a young tabeltop gamer, where pvp can just be a way of players establishing dominance. PvP as a macho pissing contest is the worst kind IMO (and characterised what I disliked about some of the pvp in the last year of 'strom).
Having said that, I am all for conflict between consenting players (which is why I liked the Huntress game- you are targetting people who have themselves killed others, so I have no sympathy if they get upset when it happens to them. Most of those players thankfully have the good grace to take it well though).
Equally, I tend to think that pvp may be a consequence of people caring a whole lot about the game- they are willing to take extreme measures to achieve character goals. Thus making it possible, but with consequences and some difficulty, is my ideal state.