Question Regarding PvP Situations.

By Tommiec21, in Star Wars: Force and Destiny RPG

I know this system is Highly Narrative and not as Strict on Mechanics. But Next Session, I'm assuming that a Short "Combat" will happen between two players, and I'm wondering how should This be handled in terms of Difficulty dice/Setback Die.

I was assuming it would be like opposing checks, but that seems like alot of rolling at the same time, So I then said What if the Difficulty was upgraded/ Or Setback die was added based on the Opposing ranks in Said skill to show that the two characters in both Narrative and Skill sense are alot more competent as if they had ranks of Nemesis. What are you guys opinion on this?

Also I know that Pvp is NOT the focus of the system, but the characters are both stubborn, and at an impasse and tensions have boiled over and a Fight is pretty much gonna happen regardless of what the other players say.

If they are going to fight, then let them fight normally. Roll for initiative. free maneuver and action available, 2nd maneuver for 2 strain. The whole deal. If they really don't want their characters to start killing each other then you can suggest they fight just with their fists and feet. Either cap it at X rounds, wait for someone to come in and stop them or let it play out entirely.

Instead of a knock-down, drag-out fight, I'd suggest framing it as a duel. That way honor can be assuaged without too much collateral damage. The 2 PCs can agree (or their seconds can) on weaponry - ranged vs. melee vs. none vs. Force powers - and lethal or nonlethal damage, and what conditions will determine victory. If you have access to Fly Casual, the "Showdowns and Shootouts" section will be a great boon.

As an aside, since you're asking this on the F&D forum I'll assume you're running a F&D game, participants in this fight/duel could potentially earn a whole mess of Conflict for this, particularly if they're doing lethal damage. PCs who stand aside and allow it to happen should also earn Conflict, in my opinion.

I would suggest that you give them both a Rank of Adversary to represent their personal relationship and familiarity then run it as a normal fight.

I would also suggest that before the two actually start fighting you ask them what they expect to achieve and what result they are going for, and you let them know what the end result consequences will be. This way you can narrate the aftermath.

As it sounds like this isn't a friendly character building thing (the characters aren't being stubborn the Players are), that regardless of who wins the fight, if one PC is killed or they cannot otherwise resolve the situation, you let them know that both PC will have to be scrapped and new ones generated. The truth is the remaining PCs could no longer reasonably be expected to function as a party.

Yeah, unless the fight brings out some sort of unexpected, renewed sense of camaraderie, I would say that the players all together vote and decide how it's going to play out—perhaps one of the players is "out" (whether this is the more antagonistic one, or whether it is the "winner" or "loser" of the fight, is pretty much up to the group).

I might not go as far as to say they must scrap both PCs—it really depends on how amenable the group is to such a suggestion, or whether they all feel that it's time for a certain one of the PCs involved to leave the group—but scrapping both PCs is certainly a fair (and indeed reasonable) option if the players, themselves, are being stubborn.

I'm not there so I can't know for sure who started what but it generally takes two to tango. Players knowing ahead of time that an acrimonious PvP is the nuclear option might shake'm them out of it but even if it doesn't it still needs to be discouraged from just happening again.

Well it was handled as normal, No extras added. The context I failed to add was the PC's are a Mandalorian and a Dark Side user. The Dark sider insulted the Mandalorian and Pretty much undermined him at every step (It went with their character personality and it wasn't spiteful in the least with the players.) The Dark sider then took a Verbal jab at the Mandalorians Past and How he's the reason he lost his family and Clan and that if he wasn't so weak he could of saved them.

No one Died, It was averted by another player Intervening and a larger threat looming its ugly head, the PC's still have antagonistic views towards one another but the Players LOVE the Tension apparently

So I came back to add this. One of my groups had their first moment of PvP conflict. Everyone was warned ahead of time that XO player character insults the other characters if they aren't human. The XO insults this certain player, as we all knew they would. So, unsure if this response came from the player or character but they decided it was a good idea to use the force to make the ship's captain look like the person the XO hates the most. The roll failed and so now the group knows the one character tried to attack them with the force.

The group is ready to toss the character in the brig or worse. Gonna talk with the player and see if we can get em to work with the others and make amends. If not, the character will have to get scrapped and the player may not play again if they can't cooperate.

Edited by GroggyGolem

As much as it pains me to say - I'd say that you don't do any fancy rules and run it with normal fighting rules.

You cant take sides in this, you must remain completely neutral. When PvP happens tempers can be flared and friendships lost.

Here is some advise I have learnt over the years.

What I would do is before the game starts that day:

1, Remind all the players of in character (IC) and out of character (OC) separation, don't let players get sucked into feelings that their character's are having.

2, To re-enforce this, have players state when there are jumping between OC comments and IC comments.

3, Explain that every action that they do has repercussions both IC and OC.

When/if the combat actually goes down:

1, Ask the players to stay in character and only address the GM OC, don't allow players to speak to each other OC

2, Don't change the scene after it has been explained.

3, Don't allow the use of Destiny points by any players as there is conflict between the party.

4, Have all players roll initiative, just in case they want to join the combat later.

5, When running the scene don't use pronouns or player names. "You are attacking him" - Instead use character names, "So, Kalrath is attacking Denare"

6, If a player is doing something that you believe is not in keeping with their character, state back to the player what they are asking. Giving them a change to see any error what the are doing in the heat of the moment.

7, Take a short break between turns (2 mins) to allow player's to collate their thoughts and not escalate things in a ***-for-tat battle.

8, Watch player expressions, even when its not their go, to see if its getting too much for some.

What to do after:

1, Remind player it is just a game

2, Get the Characters to work together against a hard enemy, so that characters are forced to work together for their own good. (Do this out of character choice, don't force players)

3, After the game session have the player stick around and socialise. Watch a film, play a board game - this is to get players to re-establish bonds and friendships.

And finally - If it all fails horribly Hand of God it

If you can see that players cant separate IC/OC, nor be mature if it is not going their own way, stop it escalating.

Nip it in the butt right away and stop the combat as the GM. "Sorry guys this isn't working - I'm stopping this now, combat is over; this how the scene will play out......."

Hope that this helps.

Well it was handled as normal, No extras added. The context I failed to add was the PC's are a Mandalorian and a Dark Side user. The Dark sider insulted the Mandalorian and Pretty much undermined him at every step (It went with their character personality and it wasn't spiteful in the least with the players.) The Dark sider then took a Verbal jab at the Mandalorians Past and How he's the reason he lost his family and Clan and that if he wasn't so weak he could of saved them.

No one Died, It was averted by another player Intervening and a larger threat looming its ugly head, the PC's still have antagonistic views towards one another but the Players LOVE the Tension apparently

Glad it worked out okay, good to hear you have a group of Players who can handle intra-party rivalries without losing their sh*t :)

Nice job as well, bringing in the external threat. Very cinematically sound.