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Post by soulrutep on Jul 19, 2015 14:28:48 GMT -7
I just finished my first session, it was great. However at the end of it there was a ethical difference between our characters that could have resulted in conflict. Naturaly the PvP rules came up. I was told by certain members of the party that the PvP rules in the wiki, are not correct. dragonsgate.wikia.com/wiki/Player_vs._Player"Player vs. Player combat is currently not allowed unless both parties consent. Eventually, we would like to introduce PvP elements/events but that is for down the road. Whatever we do end up introducing, in no cases will any form of player griefing or general asshattery ever be tolerated." Instead I was told that it was more like this ; "Player vs. Player combat is currently not allowed unless one party dose something that another party doesn't like. The aggressor party has to give the target party a fair warning against doing what they don't want done. However if the target party doesn't submit to the aggressor the aggressor may then attack the target party" Example Aggressor : "Don't do "X" or I will kill you. Target: No, I'm going to do "X". Aggressor: "You just consented to PVP so now I'm going to attack you" In this secnerio X = any action in no way related to another character. Is this how it works? Or dose it work as written in the Wiki, or dose it work somehow differently than either source? Thanks,
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Post by novasry on Jul 20, 2015 1:01:33 GMT -7
The most important thing is here is 'Don't be a Dick.'
In your example situation, I would have players find a way to resolve the situation without fighting. Naturally the phrase 'But my character would do this'; Don't be that person, you are not your character and if your character would make a decision that will ruin other peoples fun don't do that thing.
Don't kill other characters unless everyone involved understands the consequences and is happy to go ahead with it.
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Post by Haskalah on Jul 20, 2015 5:52:00 GMT -7
The two rules aren't actually mutually exclusive. The whole point of "actions that initiate PVP" is because there were many cases where one player felt it was perfectly fine to do things that obviously wouldn't be alright to the party. It's unrealistic to just have your good-aligned characters sit around twiddling their thumbs while some evil character takes actions against them in front of their faces. A matter of ethics isn't really PvP worthy because ethics are (typically) a very heavy topic in which there may not be clear-cut answers.
For example, say you have to kill a corrupt guard (and for whatever reason his murder was justified IE he fought to the death when confronted and couldn't be subdued). Do you take any wealth he has lying around for yourselves or do you give it back to his wife? There are many ways to flavor things so that it makes more sense to either keep the money (perhaps it cost you a fair amount of gold to find the guy) or give it away (perhaps his wife was sick and that's why he's doing the thing).
The "you do this, and you're declaring PvP" should -only- come up when one character takes (or prepares to take) an obviously non-party-aligned action in view of the party or otherwise where it's obvious that the action would result in conflict. If the character is sneaky and no-one is immediately aware of what they did, they should be able to (within reason) try to explain their actions.
Of course the second mode of PvP is two-player consent. If the Cleric of Zon-Kuthon is tired of what the Cleric of Desna keeps doing, and both players agree to have a combat, then it's legitimate to hold that combat.
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Post by soulrutep on Jul 20, 2015 6:40:34 GMT -7
Thank you both for responding back I do appreciate it. So if I understand you correctly, Haskalah, is that if player dose something that is against the alignment of the majority of the party members, he or she may be warned that their actions are not acceptable (even if they don't directly involve any of the party members), and if the "offending" character refuses to follow the offended party's orders then that is considered "mutual consent" and they can be attacked by the offended party.
Let's use the example you mentioned. I'll put my character, Remi Noel, in the place of the potentially offending character, as corrupt guards are in his back story.
Remi Kills one of the guards that shot his son down in cold blood, he proceed's to loot the body, and prepare it to be raised as a zombie. Another party member comes along and sees what Remi did and what he's obviously going to do, and they say "Hey you can't do that! Do that and I'll kill you." If Remi doesn't obey the other character's orders then would his disobedience would be considered "Mutual Consent" under your definition and they offended player could initiate PvP and attack?
If so I think that is certainly mutually exclusive to the definition of "mutual consent" Mutual consent is when both players agree to PvP. In this case Remi doesn't want to fight the party member, but he also dose not feel obliged to take orders from him either. There in lies the difference. As a player I would say no, I don't consent. The offended player doesn't have to resort to bullying other players whom have a different ethics set as they do. Instead of attacking Remi he could have just ran off to get the Town Guard and report to them who did it.
Like wise, if I'm playing Remi, and I saw a cleric of Pharasma consecrate a grave yard, spoiling a great source of undead, I'm not going to try and bully the player into combat because our characters ethics are different.
I love solid team play, I like to be supportive, and I work well with a team. However I don't want to be playing in groups were they guy a couple levels higher than you can just dictate under the threat of murder his will upon you. Which to me is what mutual consent is all about.
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Post by novasry on Jul 20, 2015 7:16:02 GMT -7
Well, in your example if you don't want to PVP then you have two options. Come up with a way for Remi to decide not to res the corpse, or convince the other players to allow you to do it. Player conflict very rarely needs to come to actual blows, you have voices, use them and talk it out.
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tkul
Death Knight
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Post by tkul on Jul 20, 2015 7:16:36 GMT -7
It is still fully consent based, that's where the conversation "I have a problem with you doing that, if you continue I'm going to stop you" starts. You then have a choice, continue on the road that you've started down and accept the consequences of doing so, or find another way around the impasse. One of the things you brought up when we were chatting about it this weekend was "I don't want anyone to tell me what I can do", which is fine but swings both ways. If a necromancer is running around in a party with a paladin, the necromancer does not get to flip the bird to the the Paladin and start doing all sorts of evil things just because PVP doesn't allow the paladin to immediately smite them. It does however protect you from blundering into something you didn't know was objectionable and get a chance to work around it. Without the consent PVP most paladin codes would make the paladin be fully in the right, and probably required to put down the dangerous necromancer that's raising the dead and slinging around evil spells, but because it's consent based the paladin has to issue a warning before he engages and from there you get a choice to not force the matter or to find a way to work around the conflict.
Same works in reverse, if there's a character in the party that decides that everything they found along the way belongs to them and is willing to fight over it you can totally say "I'm taking that jeweled goblet and if you try to stop me I'll fight for it", and now the other party has to decide, is that cup worth fighting over and is there another way to solve the problem. The one thing we do not do is a Yes/No toggle for PVP, when it occurs it generally occurs in response to a situation or an action and it's not just "I'm going to kill you now", this is to stop people from just saying "No I don't consent so you can sit and spin while I summon this demon and send it out to terrify the villagers" This does make some character concepts very difficult to play, particularly Necromancers as a couple of folks that have taken them out for a spin can attest, because for most characters/concepts react negatively to undead and for some reason people seem to take "necromancer" as a character to be as creepy and uncomfortable to deal with as possible, same could be said of demon binders which I believe no one has actually tried in DG yet.
The fortunate, or unfortunate depending on how you look at it, state of things is however that most parties are generally geared towards what would be considered Neutral or Neutral Good alignments in general. Most characters try to be the good guys and are generally OK with letting the odd balls do their thing so long as they're not actively hurting anyone or impacting the bottom line, almost to a fault the adventurers in Rook are mercenaries and should probably have Profit on the line for Deity on their character sheet. This shouldn't really be a huge surprise as the majority of games focus on more or less Good aligned, mercenary parties unless it's agreed upon ahead of time to do something else. If you have a character concept that doesn't fit that sort of group dynamic then you need to be prepared to deal with the conflicts that arise, be it PVP or bypassing things you think your character would want to do in favor of maintaining the status quo. It may come to a point where you may not be able/want to travel with certain characters. I have a couple of folks that some of my characters won't join parties with due to inter-character conflict, it's just the way of things in a game like this. Not everyone's ethos and morals are going to mesh, that's ok but no one gets to say "Ha ha I get to do what I want and there's nothing you can do about it"
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Post by soulrutep on Jul 20, 2015 7:36:32 GMT -7
Whoa, theft of loot from the party is something totally different. I'm only talking about ethical differences, nothing that materially or mechanically damages or even effects another player. Why is the burden of finding something else to do, on only the target player not the aggressor?
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tkul
Death Knight
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Post by tkul on Jul 20, 2015 7:47:34 GMT -7
Because the "target player" is generally the one forcing the issue. They're doing the objectionable action. If I walk up to someone with a squirt gun and start spraying someone in the face with it, it's not on them to find the peaceful resolution, they weren't doing anything wrong standing there, I'm the aggressor I have the burden to find the peaceful way out if I don't want to get punched in response.
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Post by soulrutep on Jul 20, 2015 8:32:08 GMT -7
I have to respectfully disagree. You liken the situation to the target player squirting a water in another player's face. And it's not like that at all. In neither circumstance was the target player doing anything against the aggressor directly. They simply have ideological differences, and the aggressor wants a reason to violently enforces his or her ideals off on other players.
So I would argue that instead of a squirt gun, it's more like a Gay person kissing his husband in front of a Westbouro Baptist Church Parishioner. To that church goer the gays are sinful creatures that god hates and they offend his Christian sensibilities. It's not consent if he tells the gay couple to stop kissing, only to shoot them if they refuse.
Or a Woman who dosn't want to wear a Hijab even when her Sufi Muslim Uncle commands her to. Only to be slain by him in a so called "honor killing" because she refused. None of this is mutual consent. It's people in power using their power to push their belief system off on other people.
It's the same thing between the Paladin and the Necromancer. If you want a game where players can choose to be either, make the rules fair for each. because what was about to happen last night wasn't fair at all. If Remi were to try and raise a kobald in the Forrest they were ready to kill him. And that's not how the rules are as written.
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Post by novasry on Jul 20, 2015 8:46:39 GMT -7
It's not the same thing between a Paladin and a Necromancer.
We aren't talking about differences in opinions here, we are talking about the fundamental differences between Good and Evil, which are clearly defined in Pathfinder. Paladins are good and cannot (with a little leeway) work with Evil or they fall.
It's more like you were standing in the street pointing a gun at a baby and a police officer is saying he will arrest/shoot you if you don't put the gun down.
Necromancy IS evil and you have to deal with the consequences of it sometimes when you end up in a group with characters that have strong good morals. If you murder someone in plain sight of a guard, the guards are going to arrest you, action->consequence. If you raise a zombie in front of a Paladin he is going to smite you, action->consequence.
Now, I'm not saying don't play a necromancer. There are plenty of players who regularly use Undead as part of their strategy, you just have to be prepared for the fact that doing it openly will get you in trouble.
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diskelemental
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Post by diskelemental on Jul 20, 2015 8:53:45 GMT -7
You're attempting to inject real-world politics into a fantasy setting, which flat-out doesn't work for one major reason. Within DnD-esque games, good and evil are physical measurable things. There's no grey area, no "but in my culture," no wishy-washy bullshit, raising undead is evil. Absolutely, quantifiably, evil.
For a Paladin, they *must* attempt to prevent evil, or they fall. If you are willfully committing evil acts, the paladin must attempt to stop you; if they don't, they fall.
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Post by soulrutep on Jul 20, 2015 9:25:44 GMT -7
Diskelemental, I never brought up politics, I just used an example about people being gay or overly zealous in their faith. Both are common elements of Pathfinder. Check the story for the Iconic Slayer for a perfect example of those over Zealous in their faith. And that Good and evil are physical measurable things isn't always the case either, Unchained talks about that as well. But I digress.
I agree, that the Paladin should do that. I'm not arguing that. All I'm saying is that the PVP rules as written say mutual consent, And they talk about being rude or Asshaty to other player.
This is not mutual consent. It's if you do something against another character's alignment they can call you on it, and if you don't stop they can kill you.
And really, I can play in either system, I'm good with that. I just need to know which it is. And you guys have pretty much confirmed it's the latter. Thanks for the heads up.
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diskelemental
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Post by diskelemental on Jul 20, 2015 9:36:44 GMT -7
It's still mutual consent.
By committing evil acts and ignoring requests to stop, you're forcing the Paladin to either take aggressive action, or fall. When you put another player in a situation where they are directly threatened by your actions, you're consenting to whatever action they take to stop you.
Paladins need to prevent evil or they lose class features and gold.
Necromancers raise undead for fun.
Class requirement > fun.
As an aside, you're referencing real-world institutions which many would find distasteful in an attempt to convince others of your point through an emotional reaction. Please leave that shit out of DG.
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Post by leary93 on Jul 20, 2015 9:57:12 GMT -7
I want to point out here, that mutual consent doesn't literally mean both players saying: "Let's PVP".
With a little bit of solid understanding of what all consent can mean, this means that amonst others whenever a verbal warning is issued, which states that you are doing something that is obviously against that players ethics/desires and such, well, that's where his statement is issued that he is going to try to stop you.
Consider it this way:
The police (in proper countries) isn't allowed to take aggresive actions unless necessary, similar to what mutual consent is here. Now, if they take aggresive action without issueing a warning or without seeing someone being obviously dangerous to society. So they issue a warning against the random guy that is doing something that is out of order. Now, the guy can't say: "Well, policeguy, sorry, but you aren't allowed to take aggresive actions so ill continue". No, the continueing of this action, is actually the same as verbally consenting.
So. No, you can't be the asshatty player. Yes, power of the character is important. If the paladin is 2 levels higher than you, you should listen. If you are, then well, the paladin would need to gather the rest of the party to convince you to stop. Of course, if this is out of control, and players start abusing their "might", there will always be the gm saying: "I think you should stop this, you're abusing your might". This will most certainly not happen often at all, because most players are decent, and will not force pvp to have to happen.
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Post by soulrutep on Jul 22, 2015 6:08:10 GMT -7
Thank you DM's for explain what "mutual consent" means in terms of Dragons Gate. I now understand your interpretation, and I appreciate the time you took to clear that up for me.
Though as an aside, for Diskelemental, I have to say you're dead wrong on few things;
1) "Paladins need to prevent evil or they lose class features and gold. Necromancers raise undead for fun." Raising undead is every bit as much of a class feature of being a necromancer as smiting evil is to being a Paladin. It's who they are, it's what they do. And just because a necromancer's power won't be yanked away by a cranky god if he acts out of line, it doesn't disvalidate it's legitimacy of being a part of what a necromancer is. Necromancer's play "pin the tail on the zombie" for fun, raising zombies is a part of their life's work.
2) "Class requirement > fun." Dude, if your playing this for any other reason than "fun" I feel for you. Fun should always come before mechanics.
3) "As an aside, you're referencing real-world institutions which many would find distasteful in an attempt to convince others of your point through an emotional reaction. Please leave that shit out of DG."
Really? I voiced my opinion and questions respectfully, yet because you don't agree with my opinion, you're gonna come at me with false accusations and vulgarity?
Look, if it was, as you say, that I was attempting to convince others through emotion, Why did I present my question in the form of a simple, emotionless, almost algebraic question?
"Aggressor : "Don't do "X" or I will kill you. Target: No, I'm going to do "X". Aggressor: "You just consented to PVP so now I'm going to attack you"
In this secnerio X = any action in no way related to another character.
Is this how it works? Or dose it work as written in the Wiki, or dose it work somehow differently than either source?"
I referenced real world situations and institutions when I felt as though my point wasn't being understood and I thought that a reference from every day life would help to clarify things. We do all live in the real world and this is not a RP forum, it's a rules forum. So I don't see the problem with using references that everyone can clearly understand and relate to.
But no, you don't like my stance on the way PvP is worded vs how it interpreted, so you want to come at me with that ignorance. That's pretty weak.
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diskelemental
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Post by diskelemental on Jul 22, 2015 6:40:54 GMT -7
1) Raising undead is every bit as much of a class feature of being a necromancer as smiting evil is to being a Paladin. It's who they are, it's what they do. And just because a necromancer's power won't be yanked away by a cranky god if he acts out of line, it doesn't disvalidate it's legitimacy of being a part of what a necromancer is. Necromancer's play "pin the tail on the zombie" for fun, raising zombies is a part of their life's work. A necromancer has access to other spells (generally being prepared a fullcaster) and doesn't have to pay for an atonement if they don't raise enough undead. That's the entire point I'm making, a paladin needs to prevent evil, a necromancer chooses to raise undead. 2) Dude, if your playing this for any other reason than "fun" I feel for you. Fun should always come before mechanics. That was a direct callback to the language I used to describe the difference between necromancers and paladins. Since I apparently didn't make myself clear the first time, allow me to rephrase: "Class Requirement > But I want to." Really? I voiced my opinion and questions respectfully, yet because you don't agree with my opinion, you're gonna come at me with false accusations and vulgarity? ... I've directly and respectfully responded to every issue you've brought up. That statement was an aside responding to your references to Westboro Baptist and Islamic extremism. Using an analogy where you portray the side that disagrees with you as a hate group strikes me as disrespectful and distasteful. I'm calling you out on the way you chose to frame the issue, not the issue itself.
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Post by soulrutep on Jul 22, 2015 7:25:46 GMT -7
A Necromancer who doesn't raise undead is a subpar wizard who's not doing what they dedicated their life too. Just as a Paladin, who falls from grace becomes a subpar fighter, who's not doing his or her deities work, as they too dedicated their life too. What gives one more right to force their opinions off on the other? The cost of a atonement spell? And lets take it away from the Paladin for just a moment and replace him or her with a Good aligned character of any class. Dose it become even then?
And no, read what I said. I never compared people that disagreed with my PvP opinions to religious fundamentalists (perish the thought) I used them as a example of how mutual consent(as you call it) really isn't. They are examples of how your interpretation of mutual consent can easily be used to abuse others by forcing their agendas off on them, all the while claiming it was "consensual" when it clearly was not.
Another player mentioned to me that the interpretation you're claiming here would be a kin to something like this;
Man: "Stay here and talk to me" Woman: "No you're a creep I'm leaving" turns to walk away" Man: Grabs her "You'll stay here and talk with me or I'll take what I want!"
If she tries to run away against her aggressor's will It's rape. It's not implied consent.
Thus my comparisons were to punch holes in your stance on what is "Mutual consent". Not attacks on you personally. Man I don't even know you, why would you take that as a personal attack? Are you looking for conflict with me because I don't see eye too eye with one of the rule sets? I just came for clarification and to state my case for what I thought was a poor interpretation. I did so, respectfully, and coherently. And I got an answer, not the one I was hoping for but a good, solid, fair answer none the less. Until you came along, talking about "Taking shit elsewhere" and "calling people out".
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diskelemental
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Post by diskelemental on Jul 22, 2015 8:04:07 GMT -7
When did I say it was a personal attack?
I've told you to leave real-world politics out of this, because they cause issues, and can be unintentionally offensive. I'm not mad. I'm not trying to start a fight. I'm doing my job.
If I thought you were being deliberately insulting, we would be having a very different discussion.
As I said, it's not the content, it's the way that content is being framed.
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Zanos
Leadership Council
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Post by Zanos on Jul 22, 2015 9:04:05 GMT -7
I don't like the direction this thread is going anymore.
I don't expect a cleric of pharasma to stand by and do nothing while a necromancer raises undead, but I also don't expect people to strongarm other characters into doing what they want by threatening PvP. Disagreements should be solved with violence between party members as an absolute last resort and should almost never happen.
Likewise, characters should not hide behind consent rules in order to perform actions other party members find disagreeable with impunity. If you're going to raise undead, don't do it in front of a bunch of people who are going to object. Desecrating the dead is highly offensive to most sensibilities even if it wasn't explicitly Evil(which it is).
So don't expect the metagame force of PvP consent to protect you if you're being a jackass.
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