Character vs Character Actions

  Stories of protagonists vying against each other, competing against one another, and on rare occasion fighting against one another are a staple of Arthurian mythology, the source material Brittanis based upon. From challenges and duels of honor to fighting the Red Knight who blocks the bridge, and finding out the Red Knight was actually a fellow Knight, such actions and deeds are part of the world our game is drawn from. In game, characters have different goals, aims, ambitions and priorities. Especially as the game grows, it’s inevitable that these different character aspects rub up against one another and conflict. Houses, too, have their own beliefs and goals that can cross purposes. This document has two topics: in-game information for characters and metagame knowledge for players. Each is covered separately, but both are equally important to understand.

Character Information

  • Heroes have recently returned to Brittanis after an absence of hundreds of years. The why and how of this is a mystery to be solved, but there is a thing known deep inside every Hero: you have been Called for a reason. Your Heroic Choice calls you to defend others and ties you to  the spirit of Brittanis in mysterious ways-- it binds you to the other Heroes in ways not fully understood.
  • In all the old stories and tales, ancient legends and myth, there are no examples of a Hero murdering another Hero. None. There are numerous tales of challenges and duels of honor, victory and defeat, conflict and combat, but not a single extant tale records a Hero murdering another Hero in cold blood.
  • Scholars and storytellers across Brittanis suspect this has something to do with the nature and purpose of the Heroes, but it remains a mystery and unconfirmed. What is known unequivocally is that Rhaine is a jealous mistress and protective of her authority over Death and Fate; it’s possible she might take exception to a Hero taking Her authority into their own hands, especially when the stakes are so high. Every dead Hero is a weapon that cannot be used to protect Brittanis in her hour of need.
  • Fragmentary legends tell of a Court of Swords used by Heroes as a last resort when all other means of conflict resolution had failed. Scholarly belief follows that the Tiberians worked as hard to eliminate information about the Court as thoroughly as they did the Heroes themselves.
 

Player Information

  • There is a difference between Player vs Player and Character vs Character conflict.
    • Player vs Player is an out of game concern and needs to be brought up with the player in question, with assistance from the Player Liaison and/or Directors. Player vs Player conflict is not in the scope of this page.
  • DBAD applies at all times during CvC actions, and CvC actions of all types will be watched carefully.
    • Willful violation of the spirit or letter of these rules is the fastest way to be removed from play permanently, with no refund or warning.
      • Attempts to loophole, sidestep, or otherwise circumvent the SPIRIT of these rules will result in disciplinary action up to and including permanent expulsion without refund.
    • CvC can get into murky territory very, very fast. Intent, outward perception of the actions in question, and OOG concerns WILL be considered when adjudicating CvC actions.
    • DO NOT seek out CvC actions against a player you have OOG conflict with. Judgement will go against the aggressing party. There is plenty of plot and story and heroic opportunities to go around. It’s far easier for everyone involved to go their separate ways and play elsewhere than try to “win.”
      • If you can’t talk to the player you’re about to engage in CvC with, shake hands and talk out of game civilly, you shouldn’t be engaging them in CvC actions.
  • “But it’s what my character would do!” is never an excuse or acceptable explanation for violating CvC policy. You are 100% in control of the fictional character you play. The fictional creation in your brain does not have the ability to overpower your choices and actions. There are ALWAYS a multitude of options besides “I pull my sword and attack” available to you and your character.
 
  • Character vs Character Actions

    • Character vs Character actions are divided into 3 categories: Conflict, Violence, and Theft.
    • CvC Conflict

      • Conflict is defined as adversarial or aggressive actions typically involving story, plot, and roleplaying
      • CvC Conflict covers a huge potential variety of actions, including but not limited to:
        • verbal aggression, threats, etc
          • In-Game and world-based insults and/or negative comments are VASTLY preferred to any based on potentially real-world insults. “dirty Khemri,” “knifears,” “hidebound Briton,” etc are far better choices than calling another player stupid, fat, etc.
        • claiming an item another Hero wants
        • making alliances with another Hero’s enemies/adversaries
        • denying or countering another Hero’s goals or desires by action or inaction
        • drawing a weapon on, pointing at, or using a weapon near another character in an aggressive fashion without attacking
        • Using game skills that adversely affect another character which involve no risk of character death
      • The game rules and Staff do not regulate CvC conflict except when rules clarifications are needed to ensure skills are being used according to the rules
    • CvC Violence

      • Violence is defined as use of game skills that involve potential risk of character death. This includes but is not limited to any use of skills , items, or magic that cause Damage or Death.
      • There is no Assassin class, the rules are in no way balanced to support characters or players who devote time and effort to murdering other Heroes.  Staff has neither the resources nor inclination to support constant CvC violence, nor does it fit the game’s theme or source material.  
      • Two types of CvC Violence: Player-Initiated, and Plot-Initiated
      • Player Initiated

        • Player initiating CvC violence must have been in play for at least 3 hours, and must remain in play as the initiating character afterwards for at least 3 hours or until the end of the watch, whichever is greater. Volunteering for an NPC slot is not allowed.
      • Player initiating CvC violence MUST get Staff/Marshal for the specific purpose of overseeing CvC violence from Monster Camp prior to initiating combat.
        • Staff/Marshals already engaged in playing, running, or facilitating another game module/action, etc does not count. Just because a Staff happens to be around doesn’t mean you can initiate CvC violence.
        • Seek out the LEAST biased available Staff/Marshal in your favor. See “outward perception of the actions in question” above.
        • Seeking out a Marshal-certified Player while they are playing their PC is not acceptable.
        • Staff or Marshal telling you, “Not right now” is an acceptable answer. CvC has a low priority on our activity list.
        • You must remain in sight of the Staff/Marshal in question, and there must be adequate lighting if appropriate. Getting a Marshal and then hiding your actions from them is blatant violation of DBAD.
        • If you have any specific skills, items, or abilities the Marshal needs to know ahead of time, make sure they are aware BEFORE violence begins, preferably before leaving Monster Camp.
      • Plot-Initiated

        • Includes but not limited to: monster abilities and skills, magic, faerie glamour, mind-altering effects, poison, etc.
        • In many cases, CvC violence initiated by plot will already have Staff/Marshal scheduled nearby to oversee the action, or details will be given via Info Cards, Imbue or Inflict cards.
        • In cases where there is no Staff/Marshal present, the event will be reviewed by Staff
        • Keep DBAD in mind at all times
    • CvC Theft

      • Theft is defined as removal of a character’s in-game items in some way without the character’s consent
      • There is no Thief class, no pickpocket rules. Brittanis is not built to support a character who steals regularly from other Heroes. CvC theft is not supported except as a last resort, or pushed by plot reasons. Repeated CvC Theft is not a good idea.  
        • PROP is defined as a physical object representing an in-game ITEM. A prop might be a sword, armor, banner, staff, etc or it could be item cards for which no physical representation exists. A PROP typically belongs to the player who carries it, or is from the game itself in a player’s care.
        • ITEM is defined as an object with in-game value, separate from the physical prop that represents it. In-game coinage and gems are considered ITEMS.
        • Identical to CvC Violence:
          • Player must be in game as the thieving character for 3 hours before and 3 hours after/end of watch, whichever is greater
          • Staff or a Marshal must be present specifically for the purpose of overseeing the theft.
        • CvC Theft Guidelines

          • Only items with in-game value can be stolen. Decoration, “set dressing,” and other objects are not eligible.
          • You are not allowed to break, destroy, damage, or take apart any PROP. This violates real-world law, specifically as aggravated property damage, and will be reported and prosecuted accordingly along with a lifetime ban from the game.
          • When an ITEM is stolen, the PROP must be handed over to Staff immediately upon reaching a safe area, where the PROP in question will be replaced by an Item Card provided by Staff. At no time is a stealing player allowed to keep the PROP outside of Staff control or after they have reached a safe area.
          • Stolen coinage or gems does not require an item card.
          • Staff will return to Monster Camp with the PROP and secure it there, and log the theft there.
        • All stolen PROPS will be returned to the owners at the end of an event. The in-game ITEM, if not recovered, will remain out of the character’s control.