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rules:conflict_resolution [2021/06/30 22:34] – [Conflict Resolution] whisperrules:conflict_resolution [2022/12/04 17:43] (current) whisper
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 ====== Conflict Resolution ====== ====== Conflict Resolution ======
  
-When telling stories collaborativelyit's natural that characters/groups/nations don't always get alongThis is **encouraged**, as it promotes great storytelling. It can also be a source of stress, so we've got some ground rules on how to deal with conflicts //in character//. +As PM doesn't have any formal systems for gaining or limiting powerall combat strengths are effectively 'made up'We are entirely narrative based in this regard - which is why we leave disagreements up to chance
-===== Conflict Requires Consent =====+
  
-Before trying to start conflict in character, make sure that the other party/s are interestedYou can't force a fight on someone, unless otherwise specified in our rules.+If one or more players can't agree on an outcome, but still want to proceedthey should let a simple dice roll make the decisionThis holds just as true for one-on-one combat as it does for massive battles.
  
-If the other party/s aren't interested, that's where you stopDon't try to egg them on or otherwise push the issue.+If a player writes"I have an invincible fleet", they now have an invincible fleet. However, they are not guaranteed victory and no amount of careful writing will change that. Their invincible fleet is just as likely to win or lose as a scrappy starfighter. Likewise, the all-powerful mage can still lose to a kid holding a sharp stick. The more interesting story is often the one with an unexpected outcome, after all.
  
-===== Fairness =====+Once a "winner" has been determined, the players should discuss how things play out. Winning simply means that the conflict is resolved in the winner's favor. It doesn't mean the loser dies or that their fleet is destroyed.
  
-Convergence largely avoids setting restrictions upon its members in terms of what a given character or Nation can do. We accomplish this by assuming that everyone and everything is, at the end of the day, equal. If one Nation has a fleet of a million ships and another Nation only has three, the smaller Nation //could// still win the conflict. +===== Set the Stakes =====
  
-Both groups of players are just as deserving as a win - or loss//Star Wars// would be a lot shorter if the Empire had won by defaultafter all.+If players have specific goals in mind, they should establish those up front. For example, "If I win, I claim this system." or "If I winI successfully steal the treasure."
  
-It'up to everyone involved to find a way to make the story make sense.+Focus on your goals and not what happens to your opponent/s. //Why// are you having this conflict?
  
-It is **imperative** that we keep this in mind for any potential conflicts in character. The alternative would require us to put rules in place to ensure that Nations and Characters are always 'balanced' - and we don't want to put those restrictions on ourselves.+===== Roll the Dice =====
  
-Anyone found to be abusing the community's desire for fairness may find themselves suddenly without all their shiny toys - or banned entirely. If you cannot participate in conflict in fair manner, simply don't involve yourself in it.+By default, we suggest each player rolls d6The higher result wins!
  
-Let'have fun together!+If a player feels that their opponent should have an advantage, they may decide to give their opponent'dice a bonus. Any bonuses should be given //before// dice are rolled. Do **not** try to coerce other players into giving you a bonus. 
  
-===== Talk it Out =====+  * A player might decide to give their opponent a flat bonus, such as adding 2 to the result of a d6. 
 +  * A player might decide to give their opponent a larger dice, such as letting them roll a d8 in comparison to their d6. 
 +  * A player is fighting two other players. They agree to use a single dice roll to determine the outcome, but the solo player gives +1 to their opponent's roll because they're outnumbered.
  
-The first step is to discuss what everyone wants to achieveIf everyone involved can settle on general outline of how the story should go and what the outcome is, then awesome! If, along the waythings happen that someone doesn't like - talk about those issues and make appropriate changes.+<blockquote>**Example:** A fifty-foot tall robot is rampaging through town! It's up to one plucky kid to put a stop to it... or die trying. The two players (one each for the robot and the kid) can't decide who should win. The kid agrees that the robot's odds are a little betterso they say the robot's player can add 2 to their roll.
  
-===== Leave it up to Fate =====+They roll the dice and the kid comes out as the victor! The players discuss //how// the kid could win and agree that a clever ploy to convince the robot that it's destroying the wrong town seems like a fair 'victory'. The robot leaves, giving the city time to rebuild - and plan for the next attack.</blockquote>
  
-If all sides consent to the conflict, but aren't sure how to decide on an outcome, let the dice decideWe use a simple target roll system of 1d10 + modifiers against some //target value// based on the difficulty of the challenge.+<blockquote>**Example:**Two players want to have their characters duke it outIncenimax, lord of the five hells and master of the eternal flame, challenges Bill, the accountant, to a battle.
  
-You can also use this system to decide on how a given plot will turn out, if you'like. Talk to another GM, an admin, or your players to determine good target value for given activity.+Incenimax's player feels like he's got pretty big advantage when it comes to fighting. Bill's player knows that tax season is coming up and reckons that Incenimax might be underestimating him. Neither player gives the other bonus.
  
-==== Target Values ==== +Regardless of who wins, it's up to the players to roll the dice and figure out how to make the results of the roll reality.
-Depending on how hard or unlikely a certain thing is to achieveassign it a challenge rating. This rating may be further increased by modifiers that everyone involved should agree on.+
  
-  * **Easy Challenge**:+When the dice are done rolling, Incenimax wins! Bill's player doesn't want Bill to die, but has no problems with Incenimax handily winning the fight. Incenimax's player doesn't really care about killing Bill off - and even if he //did//, he'd need the other player's consent. They talk about the major points of how things might go down and get to writing.
-  * **Average Challenge**:+
-  * **Difficult Challenge**:+
-  * **Extremely Difficult Challenge**: 10+
  
-In the event that two groups are writing against each other, ditch the Target Values above and roll against each otherModifiers may still apply.+The story unfolds... 
  
-==== Modifiers ==== +//Bill lays on the ground, on the cusp of death as Incenimax's fiery chain winds around his neckJust before the final blow is dealtBill summons the last of his strength to grin up at his opponent.//
-Player characters make certain things easier - they're just that good! UsuallyFor each player involvedadd a +1 to the dice result - up to a max of +3.+
  
-Circumstantial benefits apply to both sides of a conflict. If your plot has spent some time stealthily gathering intel on a system'defenses, it might be worth adding a +1 to your roll. Talk to the group you're in conflict with to see what they thinkLikewisea particularly well defended system might gain a bonus.+//"Guess it'true what they sayThere are only two things for sure in this life - death and taxes. I might die herebut you? Taxes will follow you forever."//
  
-===== Territory Challenges =====+//Incenimax curses, knowing that Bill is right. But what if...?//
  
-Some territories that a [[nations:start|Nation]] might hold are //disputed territories//. These are areas in the map that can be freely contested by other Nations.+//"Perhaps," says the master of the eternal flame, "perhapsOr perhaps... we face them both together."//</blockquote>
  
-For each hop away from Dedicated Territory, the target value decreases by one step.+Using dice isn'weapon to get what you want. It is simply a way to acknowledge that, when everything is equal in the eyes of the storysometimes the winner just comes down to chance.
  
-Disputed Territories are //not// a Nation's Dedicated Territories. Those systems can only be interfered with by other groups with express permission from that Nation's managers. Values are presented here only as an aide.+===== Victory and Defeat! =====
  
-  * **Dedicated Territories**: Extremely Difficult, 10 +One of the best things about telling a story is figuring out how it ends. If you win in such a way that it closes all doors for future storytellingall you've really done is robbed yourself and your fellow players of the opportunity to continue having fun.
-  * **Disputed Territory, One Hop Out**: Difficult, 8 +
-  * **Disputed Territory, Two Hops Out**: Average, 6 +
-  * **Disputed Territory, Three or More Hops Out**: Easy4+
  
-This system is designed to make it easy for other groups to capture and dispute territoriesConvergence is not a game about building vastuncontestable empire - friction between groups is great for telling an interconnected storyEmbrace it!+<note tip>Winning doesn't have to be a complete victory. A great win will leave everyone involved eager to tell the next part of the story. While losing is an experience all its own and good RP and interactions/experiences can come from such lossesIts not just the victories in our characters' stories that define them!</note> 
 + 
 +===== Backing Out ===== 
 + 
 +Being part of a story requires a commitment to see that story through to the end. It's important that there isn't a fear of players leaving because they're not happy with some aspect of how the story is going. Leaving plots can hurt the motivation of the other players involved and makes it difficult to maintain a consistent narrative. 
 + 
 +We do not, however, believe that players should be forced to continue in situations that make them feel unsafe, uncomfortable, or unsatisfied in way that ruins their enjoyment of the game
 + 
 +If you find yourself (or your characters) in situation that you no longer wish to be part ofyou can work with the leader of that nation or plot to come up with a graceful way to remove yourself from that situationIf you can't come to a satisfactory agreement, staff can be asked to make a review and then make a decision. Staff will prioritize maintaining continuity, if possible. 
 + 
 +===== OOC ===== 
 + 
 +  * **Player** [[user:whisper]] created this on 2022/10/21 14:21. 
 +==== Usage ==== 
 +This article's content adheres to Project Multiverse's [[rules:setting_contribution|submission and usage rules.]]
rules/conflict_resolution.1625114086.txt.gz · Last modified: 2021/06/30 22:34 by whisper