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Which TTRPG has the best PvP rules?
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<blockquote data-quote="Snarf Zagyg" data-source="post: 9171709" data-attributes="member: 7023840"><p>I think that the way you frame your premise is flawed.</p><p></p><p>You assume that the best way to make a "PvP game" is to find a normal RPG (which has built-in assumptions for collaborative play), and to find which game happens to have balanced mechanics that might make PvP acceptable.</p><p></p><p>Naw. I reject that.</p><p></p><p>Instead, I look for games that are built entirely on the idea that there will be PvP- that this is baked into the premise. <em>Paranoia</em>, because it exploded the premises that were baked into RPGs to start with ... including collaborative play ... is the ur-example of this. </p><p></p><p>Moreover, the lore and the crunch not only enable PvP, they fully support it and make it more enjoyable- in fact, by turning the concepts on their head, by making it explicit and humorous, and by allowing players to have multiple deaths (six clones), the game makes PvP <em>fun</em>.</p><p></p><p>If you say that the rules for Paranoia are not good for PvP ... while knowing that Paranoia is the quintessential RPG example of PvP, then I think that there is definitely an issue ... and it's not with Paranoia. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 9171709, member: 7023840"] I think that the way you frame your premise is flawed. You assume that the best way to make a "PvP game" is to find a normal RPG (which has built-in assumptions for collaborative play), and to find which game happens to have balanced mechanics that might make PvP acceptable. Naw. I reject that. Instead, I look for games that are built entirely on the idea that there will be PvP- that this is baked into the premise. [I]Paranoia[/I], because it exploded the premises that were baked into RPGs to start with ... including collaborative play ... is the ur-example of this. Moreover, the lore and the crunch not only enable PvP, they fully support it and make it more enjoyable- in fact, by turning the concepts on their head, by making it explicit and humorous, and by allowing players to have multiple deaths (six clones), the game makes PvP [I]fun[/I]. If you say that the rules for Paranoia are not good for PvP ... while knowing that Paranoia is the quintessential RPG example of PvP, then I think that there is definitely an issue ... and it's not with Paranoia. :) [/QUOTE]
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Which TTRPG has the best PvP rules?
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