Waaaaay back in January 2012, I started writing this particular post on PVP. For various reasons I shelved it. Now I feel compelled to bring it out again. Why?
F'ing Alexis, that's why. Jeez, seems like every third post I write these days has to mention that guy and his blog.
Alexis recently posted a
10,000 word essay on how to play a character (mainly with regard to D&D, but there is good stuff in the essay for other RPGs). If you haven't read it, I suggest you do...it echoes a lot of the same things
I've been saying over the years (like being
proactive and its effect on the DM), but he does it in a much more concise (yes, for 10K words, it is
concise) and elegant fashion then myself. But then Alexis
is a writer...I'm just a dude with a laptop.
[
he also has some good bits about untwining rope and using your shield straps for something other than carrying your shield on your back...something for everyone!]
Even for DMs (which is the seat I find myself in more often then not) it has good stuff to say, and it is pertinent whether or not you choose to run a campaign world as detailed as Alexis or not. Really.
I can use the stuff in this post and the mile-by-mile detail of MY campaign worlds (any of 'em) is haphazard at best. "Nonexistent" would actually be a better term.
So, yeah, a good read. Of course,
I didn't it myself till tonight, and only because I was intrigued by someone getting so bent out-o-shape over it that they'd...well, you can read
his other post about that if you're interested. Still it got me curious enough to read the whole thing (I was at the bar eating my
corn beef and cabbage solo tonight anyway...family's still out of town)...and having read it, put
this whole other post (which I
did read) in a different perspective, and raised a
very significant question for me:
WTF?
I shall now quote from Alexis's original essay (there will be some editing):
Winning
…We want to win the game. Or we would, if this was
monopoly, and a 'win' was something as clearly designed as a goal post.
It isn't in an rpg. Winning is this fairly amorphous quality that means
different things to different people. For some, just gathering all the
money they can in the shortest space of time defines a win. For others,
having a good time is the measure. For still others, challenging
themselves, either by overcoming the odds or 'solving the problem' is the
ideal.
…three or four generations back, the business of winning was
obvious. Make money, use it to make more money, use the massive amounts
of money you've gained to build a personal world of power and triumph, use that
to beat back the other fellow and - if you're really successful - use it to
tell the state and the other fellow what to do. You know you're winning
when everyone around you is clearly on their knees. If you're still on
your knees to someone ... you're not there yet.
That doesn't allow for a win for very many people ... but in a
strongly heirarchical society, everyone understood that humbling yourself
before authority was expected and ultimately unavoidable...
The roleplaying game has a lot more in common with the old
heirarchical system than with our modern avoidist philosophy. You're not
only awarded for increasing your abilities and influence ... you're positively
punished for not taking the power-acquisition path. How? Well, the
game is boring…If you're not fighting ... and thus increasing both the level of
your danger and the potential reward from the risk you're taking, it's just a
dull, dull game.
Whatever your personal motivations - coin, fun, challenge - you
must first and foremost recognize the social structure surrounding your
eventual achievements: right now you are nothing. With time and
effort and perseverence, you will be something. To be something
requires acquisition - of power or wealth - and that acquisition will come, must
come, from someone or something else. There's nothing to be done about
it. You may be a nice person. You may have no personal desires for
global domination. But someone has, and your meager acquisition of wealth
and power (in the beginning) is, at the very least, an annoyance to someone.
Eventually it will become an annoyance they can't ignore, and in the
interest of keeping all the wealth and power they already possess, they will
have to put a timely end to your existence…
So where it comes to the subject of winning, we can at least
acknowledge that you will have to be taking something from someone.
Who you take it from is up to you. Your gamemaster is probably going to
make this very convenient for you, nicely standing up strawmen you can beat
into submission easily with your pain stick ... but if you have any influence
on the decision-making process at all, you really ought to sit down and think.
"What is it that someone has got that I would really like to have?"
... and ... "Who is it that has things that I think really ought to have
nothing?"
Those are two very simple questions, and they will greatly help
in establishing a purpose for your character. In the greater sense, they will
build up those goal posts we were saying earlier didn't exist. The
questions are open and non-moral in structure. The who and the what could
be anything, after all…[cheat edit]…So first and foremost, go get the thing you
want.
[the cheat edit is one where I have deliberately removed Alexis's context; in context, he's saying "go get the thing" from the (presumably NPC) target and its "minions." But for the purpose of this post, I could give fuck all about such boss monsters]
We shall now return to my post on player versus player conflict that I started writing well over a year ago. I will leave out the opening paragraphs about a trip to the dentist and the cutesy-ness that I was able to incorporate with dental puns. You folks don't need that anyway. SO, picking right up:
One of the things that got me in trouble with Alexis’s
campaign yesterday [note: 14 months ago], was my stated willingness and/or intention of instigating an
intraparty conflict. I had previously read his post on the subject of PVP (to
sum up: he doesn’t allow it), but I had completely forgotten about it by
yesterday morning; after all, at the time I read it I had not been preparing to
play in his campaign, and since it didn’t fit with MY way of running games, I
had dismissed it from my mind after perusal.
Needless to say, when I read his post yesterday that
linked to that earlier article I felt even more silly…not only had I been a
heel, I’d violated a cardinal mandate of the DM!
But as I said, it wasn’t in my mind because that’s not
how I run my games.
If you look over to the right of my blog, you’ll see some
“badges” (whimsically placed by Yours Truly, not awarded by any neutral panel).
A couple of them are the typical “old school cred:” random dice rolls governing
cause and effect and regular player character death. Personally, I’ve never
been big on “fudging” for a better story/game…in games where heroic success is
supposed to be a regular occurrence, designers inevitably include rules for
“hero points” or “drama chips” or whatever, and that’s totally cool. And along
similar lines, I generally give the benefit of the doubt to game designers that
they are making games exactly as deadly as they are supposed to be, with no
“fudging for life” needed. Intellectually, I know this isn’t always the case,
but I generally prefer life and death struggles with a high body count…makes
victory for the survivors all the sweeter.
The other two badges I would consider matters of GM
philosophy that might flip either way. The mirror indicates I will mirror back
what players give me…that is, player input (if any) will go into the design of
an on-going game. Some DMs don’t operate this way, or don’t make it a large
part of their game, instead focusing on creating the setting and scenarios for
players to which players react. I prefer proactive players, myself…but
especially when starting a new campaign (or a new group of players with a fresh
and fragile social contract) this is trickier to get as everyone (including the
GM) is still “learning the ropes.” Or, at least, tightening the knots.
The last badge…the little stick figure with arrows in his
back…indicate I allow, and often welcome intraparty conflict, or PVP (“player
vs. player”) as it’s known.
Not everyone does PVP in their games; a lot of
experienced DMs (like Alexis) have decided that the cons of players attacking
each other far outweighs the pros. And it’s easy to see that point of view:
-
Role-playing is a cooperative exercise and party
conflict drives a real wedge into players cooperating.
-
It’s easy for some players, especially those
who’ve invested a lot of time and emotion into a character, to get upset (and
want to stop playing).
-
Party conflict can derail the “adventure at
hand,” sidetracking the party and stopping the whole “fun thing” we’re doing.
-
It’s easy for random dice rolls or unbalanced
class abilities to prevent any type of level playing field for actual PC
conflict. Unlike, say, a PVP Arena in World of Warcraft, there’s no artificial “Thunderdome
moderation” that occurs in an RPG. The magic-user casts power word: kill or the
cleric casts harm or destruction, or the fighter uses a vorpal sword , or the
assassin auto-kills someone when he’s not looking, or multiple PCs gang up on a
lone PC…none of these things are “fair” to the victim.
-
Grudges and vendettas between PLAYERS can spill
over into the game leading to all the bad things in bullets 1, 2, and 3. “You
killed my elf so my new fighter is going to kill YOU.”
All very valid reasons to NOT allow PVP conflict at one’s
table. Long-term, one has to decide what the game is about; once PVP begins to
occur, there’s the possibility that this is ALL your campaign will be about…assuming
it doesn’t simply dissolve entirely.
And don’t tell me it’s necessary for “realism” to the
game…there’s a lot of things in D&D that are unrealistic. Vancian magic.
Talking swords (do they have mouths?). 15th level master thieves
unable to hide in shadows (Mentzer’s BECMI edition only). Grell. In a world
where many “unrealistic” things are real, it is perfectly acceptable to say,
“player characters have a bond of camaraderie such that they would never EVER
attack each other.” Kind of like telling the cleric he would never pick up an edged weapon.
Having said all that, I STILL allow player versus player
conflict. I welcome it in my games; to a certain degree, I’ve been known to
encourage it.
Why, JB, why would you do such a thing?
Ahh, that’s the part I’ve been trying to sort out into
words. Let me start with a couple of real examples.
#1 (from many, many years ago): My character, a lightly
armored swordsman, encounters a hulking barbarian (the other PC) on the
road. The barbarian immediately
begins talking smack to me because he is so much bigger and stronger (18/90+
strength). I draw my sword and tell him he should be more polite or he’ll
regret his words. He insults me further. I roll to hit…and miss. “That was just
a warning shot,” says I. The barbarian guffaws and makes some more
ill-conceived remarks; he may also have attacked me, but I don’t recall. I roll
to hit and this time succeed, doing maximum damage and killing the lout. The
player is upset; the DM asks why he antagonized my character, instead of just
“partying up.” I believe I then bound his wounds (he was only at “death’s
door”) and we continued on to our adventure, none the worse for wear.
#2 (from last year): Play-testing DCC, my two 0-level
characters ambush our two (cowardly if well-equipped) NPC companions, murder
them, and take their gear. Later on, one of my two characters dies in combat. A
little while after that, another player in the group decides to attack and kill my
remaining PC. When asked why, he explained my character had proven to be a
loose cannon, and it was only a matter of time (he felt) before I turned on the
other party members. Combat ensued, one of his PCs fell on his own knife
(dying, as is a not uncommon experience in DCC), and the other mortally wounded
my PC. When I brought a new PC to the table, he (I) did not hold a grudge against
the other guy.
These are examples of PVP play in which I’ve been
involved as a player. I could cite other examples…a time when another player
“lightning bolted” my PC for calling his character by the wrong name one too many
times (“That is NOT my name!”), and an instance when two PCs (mine and another)
was attacked (from stealth) by a third for a grudge he carried based on
treasure distribution. In instances where I was a DM/GM, I’ve had PCs bushwhack
each other or plot against each other, and times when a PC simply stood by when
another PC was in mortal danger due to a prior slight or argument.
Some will say I’m stupid and/or destructive to allow this
behavior at a game table. Some will say I’M a jerk for participating in this
behavior at all. As wiser, cooler heads have pointed out:
The character is an avatar of the player. The player is
directly responsible for the character’s choice of behavior. It is not a
defense of “jerk” behavior to say, “I’m just playing in character;” as the person
making the character’s choices, YOU are responsible for your character’s
behavior.
[that is a paraphrase and, no, I am not taking it from
Alexis, but from a different arrogant intellectual I respect: Ron Edwards]
But there IS a real, down-to-earth reason that I have
allowed (and have participated in) PVP conflict over the years and it is this:
it drives home, more than anything else, the consequences of one’s actions.
Players DO act like douches from time to time, for a
whole helluva’ lot of reasons, justified or not. Sure, as a DM or GM I could
“hit them with a lightning bolt from God” or some other type of Divine (DM
fiat) Karma. I'd guess many DMs have tried this approach in the past…I know I did
on one or two occasions as a kid. But while I take my role as rules arbiter and
referee seriously, biased fiat justice of this type just doesn’t sit right with
me. It breaks the suspension of disbelief that the game is a game (it IS a
game, but we’re using it as a fantasy escape for awhile)…it also gives a feeling
of DM “playing favorites” (even if the “favorite” is the DM himself!) by taking a side.

I could also just boot players from the table. That
depends on your tolerance level for miscreants. Personally (and I realize this
is personal) I prefer a little drama and conflict so long as it is “in
character” (that dreaded term) and in the spirit of the campaign…and my long-term
games tend towards a darker tone to them. At least, my AD&D games always
have in the past.
So for me, the best way to drive home the point of
consequences is to allow other players to administer the beatings. Or (as a
player) to administer the beatings myself.
[now, that's all stuff I wrote back in 2012. Here's the new bits...]
Engaging in PVP behavior is one form facilitating the gamist creative agenda...of providing an outlet for players to indulge in the mini-game of "who's the biggest swinging dick at the table"...and if you'll pardon the gender specificity of the expression, I've found female gamers fond of the same indulgence from time to time. Part of a game like D&D is showing off "how awesome" your character is...your creativity in designing the character, sure, but also your effectiveness within the game. Your tactics, your strategy, your acumen when it comes to kicking ass. And simply kicking the ass of the DM's "strawmen" does eventually (as I think Alexis implies) wear thin.
Now creative agenda (showing whose sword is bigger) may not be enough to put PVP in your game, but how about when intraparty conflict is appropriate based on your character's objectives? What happens when the thief wants to fence the loot and party when the paladin wants to give it all to the poor? If you're a proactive player, one not afraid to establish your own goals and agenda, sometimes that agenda doesn't jibe with those of the other players at the table.
So what do you do then? Give up your f'ing goals for the sake of "getting along with everyone?" Based on Alexis's later post, yeah, that's exactly what you should do...because D&D is a group activity, and if you're not "flexible enough" to play nice, then your option is the highway. Even, apparently, if the players at the table are all insipid knuckleheads.
See, I don't agree with that...as a player OR as a DM. I do agree with most everything in the 10,000 word post, including the parts about the psychology of a DM and the need for "self respect;" though in place of the latter term I'd probably use something more prosaic and floofy like "being true to yourself" or something. And if I a player character IS "self respecting" and has an agenda that breaks with the rest of the party, I think that should be allowed and, yes (often), encouraged. Because otherwise you're doing a couple things that I'm really not a fan of:
- You (the DM) are breaking the illusion of the reality of the game ("why can't I stab Jimbo?" Because you can't, jerk-face)...which interrupts the whole escape portion of the game (i.e. the third foundational pillar on which the game is built).
- You (the DM) are supplanting the player's own objectives and expectations of play. It disempowers (or "deprotagonizes") the player...and that's as likely to break the player's drive to creatively engage and participate proactively as anything else.
I realize that for some DMs, their attitude towards #1 is "it serves the greater purpose" of facilitating a game that involves a group activity, and the attitude towards #2 is "so the fuck what...I don't want 'em in MY game, they can go play elsewhere." And I also realize that my little post here probably won't change any DM's mind about whether or not they include PVP-type action in their campaign. My point here is to explain my perspective, and why I allow intraparty conflict in my own games. Hell, I have an expectation of party conflict within a game when it's appropriate...and part of that expectation comes from my same reasoning about how to play a character as Alexis outlines in his essay.
To me...well, I guess I only really know how to do this from my perspective. I can "turn it on and off" when it comes to gaming...I can be very in the moment, living vicariously through my character when we're playing, and yet be detached enough outside the game to not let another character stabbing mine in the back irritate me too much, so long as its justified and appropriate. That part is where I see the DM having a role in the issue: as a referee and arbiter.
I'd never shut the door on PVP completely. I'd much rather see PCs administer their own lumps (and suffer their own consequences) then have to "force" cooperative behavior (said force being accomplished in any number of ways). Besides, to me it is totally (forgive the term) "unrealistic" to think that a band of rogues (the typical D&D party) is going to get along all the time or always have the same agenda. In the military, yes, you put your lives in the hands of your brother (and sister) soldiers and trust them implicitly, have been trained in point of fact to lay down your lives for them. But a D&D party is no such Band of Brothers...while they might experience horror and combat and traumatic experiences together, they are still a group of independent mercenaries and sell-swords with grand ambitions and monstrous egos...the kind of Type A personality that drives a man to go brave a dragon's den instead of minding the shop or plowing a field. These are folks with agendas...and agendas that don't always synch neatly with the other characters. Thinking otherwise is just too fanciful for my brand of fantasy.
So, yeah, players should have a mind for what "winning" means to them (and their character)...and sometimes, that means taking it from someone else, even a fellow player character. The way I see it, that's part of the nature of the game, and it's up to each individual player to decide how far they want to push it and risk the wrath of their fellow players; you never know when you might get taken out for being a "loose cannon."
To me it makes for an interesting game. But then, I am kind of an ass.
; )
[
and BTW, none of this is meant as a retraction in any way of my earlier post. If you agree to play in another DM's world, you agree to abide by the DM's rules. I'm just talking 'bout how I roll, dig?]