CvC at Haze Hollow

Clearing the Air on Character vs. Character (CvC) at Haze Hollow

Hey there Hazers!

It's your friendly neighborhood DRPA Game Runner here, and I wanted to take a moment to chat about something important that's been bubbling up lately: Character Versus Character (CvC) conflict. We've noticed a few misunderstandings floating around, particularly regarding when CvC is "allowed" and what exactly it entails. So, let's clear the air and get everyone on the same page!

First off, let's remember what Dystopia Rising Live Pennsylvania, or as we know it, Haze Hollow, is all about. Our experience is primarily a Character Versus Environment (CvE) game. This means that most of the time, your characters are facing down the horrors of the wastes, working together to survive against raiders, zombies, and the harsh realities of the post-apocalypse. If you don't fight together, you die alone – it's a core tenet of our world.

However, just like any good story, conflict isn't always external. Sometimes, characters clash, and Character Versus Character (CvC) encounters occur. This isn't inherently bad; in fact, it can lead to incredibly rich and memorable roleplay. The challenge comes when we don't communicate effectively, and misunderstandings arise.

What Is CvC, at its Core?

Our rulebook states it clearly: "It is important to understand that CvC occurs when the direct actions of one character specifically and purposely aim to impact or hinder another character’s goals, resources, or abilities."

This is the absolute heart of it. CvC isn't just about drawing weapons or direct sabotage. It's fundamentally about putting yourself at an impasse to the progress of another player's goals.

Let's break that down, especially for those seemingly "smaller" interactions that can escalate:

Beyond the Blade: When Words Become CvC

We've seen some confusion about how seemingly minor interactions can cross the line into CvC, particularly when it comes to being verbally rude, overly commanding, or even just loud and disruptive.

Think about it: If your character is constantly yelling over another character who is trying to negotiate a trade, are you hindering their ability to achieve their goal of getting supplies? If your character repeatedly barks orders at another, effectively shutting down their agency or ability to pursue their own narrative arc, aren't you purposely impacting their progress?

While having conflicting viewpoints and opinions is not CvC by default—that's just good roleplay with unique player agency—the intent behind your actions is key. If your character's loud, rude, or commanding behavior is specifically and purposely designed to prevent another character from achieving their in-game goal, then yes, that can absolutely be considered CvC. It's about disrupting or challenging another's path forward.

For example:

  • A character continually interrupting or loudly deriding another who is trying to gain information for a plot.

  • A character using a commanding tone to try and force another character to abandon their current objective and follow theirs.

  • Being generally disruptive in a scene where another character is trying to have a serious or goal-oriented interaction.

These actions, when driven by the intent to impede, are just as much CvC as a physical confrontation because they create that impasse to another player's goals.

The Power of Communication and Empathy

Our rulebook wisely points out, "The solution lies in fostering better soft skills like communication, emotional intelligence, and understanding the distinction between character actions and personal feelings."

No game mechanic can fully resolve these issues. It comes down to us, the players, and our ability to interact respectfully both in and out of character. This means:

  • Paying attention to cues: If you sense tension rising, statements like "You sure you want to do this?" or “Should we take this outside?” are a great in-character way to check if escalation is desired.

  • Compromise: If someone isn't comfortable with CvC, the expectation is for both parties to find a way to avoid it. The shared enjoyment of all players is always more important than one character's fictional drive.

  • Understanding consequences: Being non-CvC isn't a shield to avoid the consequences of your own character's actions. If your character consistently acts like a jerk, other characters might react in kind, and that's just part of the narrative.

Ultimately, we want Haze Hollow to be a place where amazing stories unfold, where you can feel the grit and glory of the post-apocalypse, and where every player feels safe and engaged. That means being mindful of how our characters interact and understanding that sometimes, the most impactful conflicts aren't always fought with weapons, but with words and intentions.

Let's keep talking, keep playing with empathy, and keep building this incredible world together. If you ever have questions or need scene mediation, don't hesitate to reach out to a Guide. We're here to help!

Stay safe out there and remember, if you hear your name called from the woods…No you didn’t.


Next
Next

Non-Combat Accomodations at Haze Hollow