On the Shoulders of Dwarves
Opposed PC Rolls (episode 68)
### Ways to resolve opposed player actions (1:25)
In a PVP game, the players may be actually working against each other and fighting or killing other players' characters is a valid option. This is a very different game set than most.
We want to talk about instances where PC disagree with each other and wish to use the mechanic to solve the issues.
From least to most:
* No opposed PC rolls - you want to do an opposed action you two decide it.
* Only pre-discussed opposed rolls - usually diplomacy, sense motive, sleight of hand or initiative. These are used to resolve some cases where you want the success or failure to be meaningful. A good example might be the attempts of Black Widow to calm down the Hulk in the MCU. each time a roll is needed and it keeps things interesting. It helps solve * questions like “who got there first”, “I try to stop them” or “do they really mean what they say”.
* Partial PvP - the character may cast some hurtful spells on each other or steal from one another as part of the story but without taking away the agency of a player.
* Full-on PvP - that we will not discuss. But include secretly stealing from one another, controlling other players characters, killing other PCs etc.
### Avoiding PVP through common understanding (8:45)
Uri usually prefers to play with no or minor opposed PC rolls, because he enjoys teamwork and collaborative storytelling. And also because roleplay should be a fun past time, that doesn’t require the same sense of guardedness that we must use in real life.
Eran dislikes PVP rolling unless that’s what the system is all about, like in [Monsterhearts](https://buriedwithoutceremony.com/monsterhearts), [Masks](https://www.magpiegames.com/masks/) or [Paranoia](https://en.wikipedia.org/wiki/Paranoia_(role-playing_game)).
### Address the player before the character (10:40)
The rules are usually there to show what happens when the players interact with the world, through the GM - but when turning to other players, you should address the player before the character. If the rogue wants to pickpocket the noble, she’lll roll; if she wants to pickpocket our party’s bard, it becomes a player event. Player events should be solved between players. The players should talk about how they want to push the story, and where, and only then should they proceed. In essence, the bard’s player gives the rogue player permission to rob him, because they both want to see what happens next.
When it comes to the question of what happens between PC, it’s actually a question of what will be cool and interesting to the players, and not “what would have really happened in the fictional world if character a was trying to lie to character b”. Character A might be an amazing liar, stats-wise - it matters less than the question of what the players want. No player should be able to wield the rules as a weapon to force other players to comply to his vision of the story.
### Roll to understand intention (15:13)
Social skills as “learning what the other wants” or “changing their mood”.
### Summary (18:11)
Rolls resolve issues. Resolution defuses tension. It could negate the options of creating setup or build-ups.
### Taking the Load Off (20:33)
Uri - [Beyond the Screen](https://www.facebook.com/events/307938963422229/) (Hebrew link)
Eran - still [Crystal Heart](https://www.drivethrurpg.com/product/281539/Crystal-Heart?affiliate_id=29668), obvs
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Intro and outro based on On the Shoulders of Dwarves by the Cliches Duo. On the Shoulders of Dwarves is shared under [Creative Commons Attribution-NonCommercial 4.0 International](https://creativecommons.org/licenses/by-nc/4.0/)
Brought to you by Eran Aviram of On the Shoulders of Dwarves