Table of Contents

PvE and PvP

Conflict is the lifeblood of cartoons, and That's All Folks! is no different. Whether between players and non-player characters, players and the world around them or between players as groups or as individuals, it is likely that you will want something that someone else doesn't, and that you won't be able to negotiate a solution. In this case, you'll engage in Player versus Environment (PvE) or Player versus Player (PvP) activity.

We expect players to not allow the IC adversity inherent in PvE and PvP to bleed into OC adversity. Similarly, we expect no one to bring any OC adversity to the game as IC adversity. Ultimately the game is a collaborative experience and GMs, Crew and Players should all be approaching it in that spirit.

These two work very differently from each other in That's All Folks!.

PvE

When players are in conflict with the world or NPCs in That's All Folks!, the crew or GMs will adjudicate what happens. When adjudicating they will consider the following:

An example of PvE being played out can be found here.

PvP

In That's All Folks!, we expect PvP to be frequent and probably unavoidable; hence the Conflict mechanics have been provided to allow players to resolve this.

However, sometimes it may be necessary to involve GMs or Crew, for example, if the outcome of a Conflict is both contentious and the consequences that might occur cannot be easily addressed by the Conflict mechanics. In this case, players should contact the Crew, who will adjudicate using the same considerations as in PvE.

An example of PvP being played out can be found here.