rules:conflict_resolution
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====== Conflict Resolution ====== | ====== Conflict Resolution ====== | ||
- | When telling stories collaboratively, it's natural that characters/ | + | As PM doesn' |
- | ===== Conflict Requires Consent ===== | + | |
- | Before trying | + | If one or more players can't agree on an outcome, but still want to proceed, they should let a simple dice roll make the decision. This 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 stop. Don't try to egg them on or otherwise push the issue. | + | If a player writes, "I have an invincible fleet", |
- | ===== Fairness ===== | + | Once a " |
- | 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 | + | If players |
- | It's 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 ' | + | ===== Roll the Dice ===== |
- | Anyone found to be abusing the community' | + | By default, we suggest each player rolls a d6. The higher result wins! |
- | Let' | + | If a player feels that their opponent should have an advantage, they may decide to give their opponent' |
- | ===== 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' | ||
- | The first step is to discuss what everyone wants to achieve. If everyone involved can settle on general outline of how the story should go and what the outcome is, then awesome! If, along the way, things happen that someone doesn't like - talk about those issues and make appropriate changes. | + | < |
- | ===== 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 ' |
- | If all sides consent | + | < |
- | You can also use this system to decide on how a given plot will turn out, if you'd like. Talk to another GM, an admin, or your players to determine | + | Incenimax's player feels like he's got a 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 a 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 a reality. |
- | Depending on how hard or unlikely a certain thing is to achieve, assign | + | |
- | * **Easy Challenge**: | + | When the dice are done rolling, Incenimax wins! Bill's player doesn' |
- | * **Average Challenge**: | + | |
- | * **Difficult Challenge**: | + | |
- | * **Extremely Difficult Challenge**: | + | |
- | In the event that two groups are writing against each other, ditch the Target Values above and roll against each other. Modifiers 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 neck. Just before the final blow is dealt, Bill summons |
- | Player characters make certain things easier - they're just that good! Usually. For each player involved, add 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' | + | //" |
- | ===== Territory Challenges ===== | + | //Incenimax curses, knowing that Bill is right. But what if...?// |
- | Some territories that a [[nations: | + | //" |
- | For each hop away from a Dedicated Territory, the target value decreases by one step. | + | Using dice isn' |
- | Disputed Territories are //not// a Nation' | + | ===== Victory and Defeat! ===== |
- | * **Dedicated Territories**: | + | 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 storytelling, all you've really done is robbed yourself and your fellow players of the opportunity to continue having fun. |
- | * **Disputed Territory, | + | |
- | * **Disputed Territory, Two Hops Out**: Average, 6 | + | |
- | * **Disputed Territory, Three or More Hops Out**: Easy, 4 | + | |
- | This system is designed | + | <note tip> |
+ | |||
+ | ===== 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' | ||
+ | |||
+ | We do not, however, believe that players should be forced to continue in situations that make them feel unsafe, uncomfortable, | ||
+ | |||
+ | If you find yourself (or your characters) in a situation that you no longer wish to be part of, you can work with the leader of that nation or plot to come up with a graceful way to remove yourself from that situation. If 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: | ||
+ | ==== Usage ==== | ||
+ | This article' |
rules/conflict_resolution.1625114086.txt.gz · Last modified: 2021/06/30 22:34 by whisper