@ThatOneDude said in PVP games/elements?:
@somasatori said in PVP games/elements?:
This was tried once, as Depraved Creations. Originally it was supposed to be an open cgen PvP-focused WoD game (it was billed as a "PK-fest"), but we all ended up becoming friendly with each other and there was a sept with Bastet, Garou, a werebear, and a couple Rokea. Also the Traditions started working together with the Technocracy.
Not saying it can't work, but you'd have to probably enforce the PK-required policy, otherwise everyone will ignore it and do their own thing.
Like any policy on a MU*, really.
Yeah but that's cool. I mean the idea of that element always being there...
Like I was laughing playing Division like a week ago. Myself and 2 friends go in the dark zone, we're fighting enemies and then in comes 2 other agents. Suddenly its a mexican stand off, we're taking position to make sure they don't attack us, they're doing the same and then we start killing badguys together. Then at some point one team member got caught in a cross fire and we went into full PK mode...
The point is the threat/or ability for someone to turn on anyone at anytime adds some extra umf that most mu's don't have. Does that make sense?
Oh, yeah. That does make sense. It could potentially work, especially with an external adversarial group that's pushing at the players to fight them. There are several good systems that could work for this, all the way from D&D to CoD. If you did it as a D&D/Pathfinder game, you could make it so that dungeons and adventure are few and far between. Make it a relatively low-magic setting, where magic items are incredibly powerful and often storied and highly sought. If one group of adventurers catches wind of a +1 sword, it's a big deal and then word gets out, so you've got multiple adventuring companies trying to play king of the mountain for the item. This would more or less enforce itself, since D&D is definitely a game of He Who Has The Most Toys. Throw in some monsters to create the tension of "well, we have to work together to put down this Beholder," and then after the Beholder's dead, the fights break out over who gets the spoils.
CoD, you could do it as Geist-only, since Krewes can be generally antagonistic toward one another. Set it in a city or area where there's a large group of Sacrosanct that have taken up a lot of the city's resources and claim most of it for themselves, where initially Krewes might have to work together. But then they start to realize that Haunts and Cenotes are in short supply and one claims one, another claims it back, and there you go.
You could even do this with something like Exalted. Make a purely Dragon-Blooded game with the idea of the Wyld Hunt being around, so the players have some reason to try to work together at some points, but they're all trying to get their piece of the Creation pie, as it were. This way, you'd have one Circle of Dragon-Blooded fighting other Circles of Dragon-Blooded because they feel they're more worthy to receive, say, this particular Artifact that's been willed to members in either Circle, or the lands of their family, or whatever. Dragon-Blooded are incredibly political and will tend to kill each other if they can do it quietly instead of argue it out.
Alternately, you could probably even make a game similar to the Division, where you have a Dark Zone (or hell, S.T.A.L.K.E.R.) and you'd have separate teams going in for their own reasons, and might end up in similar situations to the one you described. There are more than a few ways to cover that kind of thing.
Tension's the key there, though. Enforcing the tension that no one's really your ally unless you've specifically gotten them to join your crew (and even then, who knows), and everyone's kinda out for themselves, that'll create enough tension where the PCs shouldn't trust each other because they have no reason to trust each other. It'd be an interesting experiment.