layer vs. Player
Is player versus player conflict allowed?
Yes, and in fact it is encouraged. The most distinctive feature of a
multiplayer world is that your character's actions and plans take place
against an enviroment that includes NPCs (controlled by the game engine
or a DM) and PCs. Your actions, plans or simply who your character is
will at times put you at odds with other character's actions and plans.
Sometimes conflict can be avoided or resolved, sometimes it leads to
hostile actions. Sometimes the environment is simply hostile towards
your character, and that includes other PCs. In summary, you do not own
your character's story. It will be molded and changed in ways you may
not foresee by your character's interaction with the world and with
other characters, and the sooner you embrace the idea the more you will
enjoy playing in ToM.
PvP conflict does not imply player killing. It may not even imply PvP
combat. It does imply actions by other PCs that try to forcibly modify
your behavior or the result of your own actions. You may be kidnapped,
extorted, threatened, restrained, manipulated, your friends and allies
may be forced to influence you. The possibilities are endless, and this
is what playing in a multiplayer environment means. If you don't want
PvP conflict, you should look for party-based worlds, or social servers.
That said, player vs player combat and ultimately player killing is a
major aspect of PvP conflict and the one that needs better explanation
due to its sensitive and emotional nature.
How can I control when and how my character gets involved in PvP
Players should be aware that there will be circumstances where their
characters may be subject to attacks, and this includes both NPCs and
PCs. Generally speaking, anywhere you go where you wouldn't be surprised
by a monster or an NPC jumping at you, you shouldn't be surprised by a
PC doing the same. Your character should be prepare for such eventuality
and would make no distinction between a PC and an NPC. For instance, if
you travel alone at night through the woods, you shouldn't be at al
surprised if thieves or a band of crazed Malarite hunters tried to
attack you. Either be ready to fight them off, or do not travel at night
through the woods.
This can also be extended to other not so obvious circumstances:
- If you directly or indirectly foil or disrupt some evil overlord's
plan to take over Faerun, don't be surprised if him or his minions try
to get rid of you.
- If you are a pest for the authorities or the good citizens of Phlan,
don't be surprised if posses are thrown to hang you or if mobs with
pitchforks chase you through the streets.
- If you are known to have a lot of money and walk alone and unprotected
through a dark and desolate area of the city, don't be surprised if
others try to take a share of that wealth.
- If you are an honest and harmless follower of Ilmater who would never
think of harming a fly, don't be surprised if a cult of Cyricists
decides to turn you into the main attraction of one of their ceremonies.
- And so on.
The bottom line is, expect PvP combat to happen, prepare for it, and
enjoy the ride.
Is player killing allowed?
The DM team strongly believes that nothing is more thrilling than
having to use your wits against other player's wits, and that is doubly
true when there is a certain risk of loss and/or death. You may feel
completely comfortable figthing monsters that you have fought many times
before, but when a human intelligence is behind your enemy's actions you
can no longer assume what will happen, and that will make the event
Player killing is explicitly allowed, and as long as the IC events
leading to a kill do not involve metagaming, cheating or intentionally
trying to cause grief, the victim should not complain. If you do believe
there are unsual circumstances in your death that warrant a complaint,
take screenshots, save your game logs and contact a DM, first in game
and if that fails, sending an email detailing all the circumstances of
the event to firstname.lastname@example.org.
What is griefing?
Griefing is the intention and effect of causing OOC grief to other
players. This is a very broad term, but we DMs are very good at telling
griefers from normal players playing their characters. There are some
specific circumstances when PvP combat and PKing is not acceptable and
when the DMs will intervene:
- Characters attacking people at random, for no particular IC reason
("My character is evil" is not a good IC reason) and particularly when
accompanied by OOC insults, remarks or behavior.
- Players whose characters always follow a pattern of harming other
characters, even if it is always IC. If all your characters are
compulsive thieves and crazed murderers, or if they react to insults
with deadly violence, we may have a talk.
- Players whose characters avoid PvP combat in all occasions, even if it
is not IC for them to do so, except when the circumstances all but
- Players who always resort to violence and PKing as the only means to
achieve their IC goals.
- Players who exploit mechanical weaknesses or metagame to give their
characters an edge in PvP combat.
- Players who always full loot or kill their victims, regardless of the
circumstances. Specially if they loot their victims and immediately sell
their gear to NPC merchants, making it impossible to recover.
As you may see, in very rare cases a single event can be labeled as
griefing. However, in our experience, 99.99% of the cases we witness are
just that blatant. There have been very few occasions where the DMs have
had to study a pattern of behavior looking for griefing, and even less
cases where that suspicion has been confirmed. Trust your DMs to be able
to spot and remove the griefers as quickly as possible. Needless to say,
griefers are not welcome to ToM and will be dealt with harshly.
Is full looting allowed?
Yes, although as we mentioned before, it should be a rare event.
Normal thieves usually don't strip their victims of all their posessions,
murderers don't hang around their victims long enough to remove their
every piece of clothing, and so on. However, item loss can be sometimes
more crippling than death itself in a world where you can come back from
the death, and in cases where long drawn conflicts between pitted
characters and/or factions lead to a fight and/or a death, full or
almost complete removal of items may be warranted.
But what if I don't want to kill or loot other players?
You can always choose not to. Although in the setting that might be
very much not the proper IC behavior for most characters. If what you
are concerned is the OOC distress caused on other players when you kill
or loot them, there are many ways to show OOC courtesy to them. These
are more than welcome and often appreciated but not mandatory by any
- Avoid stomping on lower level characters with your uber character of
doom. Try beating them up or hire minions to deal with them so that
there is a challenge. Of course repeated failed attempts to stop them
like that may lead to your character taking things directly on his
- Avoid full looting if not necessary. Take the gold and/or a small
selection of items. If you take personal or special items, allow for a
chance to recover them in the future. Of course, there are circumstances
where IC your character may want to give a great economic blow to
another character or faction and that may require to put OOC
- Use non violent means to assert your character's will. Threats,
beatings, and the support of powerful allies are sometimes much better
IC avenues of action than straight violence. Of course, some characters
may not yield to anything but death, and in those cases direct action
may be completely necessary.
- Avoid attacking and killing characters in circumstances that will make
it very difficult or impossiblle for them to recover their gear. If you
kill someone alone in a quest area you may inadvertently make it
impossible for him or anybody else to retrieve his gear. Take that into
consideration before planning an attack. Of course, there may be IC
events within a quest that warrant an attack and kill, but if that
happens you may also either move the gear out of the quest area yourself
or even arrange an OOC recovery of the items at a later time.
- Send an OOC message after the kill to reassure the victim there were
no OOC bad intentions. Have a chat out of the game afterwards. Point out
the fact that you are giving OOC considerations beyond what's required.
We've noticed that all of this sometimes this helps to dispel any
suspicions of griefing. Of course, tempers may be hot around the time of
a death, so use carefully and in case of doubt avoid OOC at all.
- Give fair warning of what your victim to be will face. It may well
happen that the other player doesn't realize he's getting into a
potentially deadly situation.
- Delay the exercise of violence. You will see that often the experience
is more rewarding for both killer and victim if time passes between the
cause of the attack and the attack itself. This may be anything from
villain monologues, sacrifices to evil gods or formal executions (taking
minutes of hours) to long plans full of jabs and feints, challenges to
duels or arrangements of OK corral type showdowns (taking months or
All these and other OOC considerations are strictly voluntary, and
while they may be appreciated they cannot be demanded. Even if you do
show OOC kindness to your victims, that doesn't buy you the right to
demand the same treatment from other players.
But what if the victim exploits my OOC kindness?
That is a risk you take, if you choose not to kill an enemy and then
he later comes and kills you, it's the IC result of your actions and you
should take it in stride. There are of course situations where a victim
may react unfairly and warrant DM intervention:
- Victims who contacts friends OOCly to retaliate for the attack.
- Victims who exploit the limitations of subdual mode and go immediately
from being unconscious to fleeing or attacking.
- Victims who complain OOCly to the attacker about the attack, or who
label him as a griefer. Only the DMs can make that call.
- Victims who respawn and immediately go to the authorities to report
the event. Nothing more off putting than that to both attacker and
But what if I don't want to be killed or looted?
As we said, there are many IC ways your character can minimize the
risk of being exposed to PvP conflict. But ultimately you are in the
middle of a world where bad things may happen to your character, and
sometimes those bad things are caused by other PCs. If you are looking
for a completely risk-free environment where PvP conflict and combat
aren't a possibility, then ToM may not be the server for you.
Can you make a quick summary of the PvP rules?
Yes. First, don't be a jerk. Second, don't be a wuss.