As PM doesn't have any formal systems for gaining or limiting power, all combat strengths are effectively 'made up'. We are entirely narrative based in this regard - which is why we leave disagreements up to chance.
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 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.
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.
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 win, I successfully steal the treasure.”
Focus on your goals and not what happens to your opponent/s. Why are you having this conflict?
By default, we suggest each player rolls a d6. The higher result wins!
If a player feels that their opponent should have an advantage, they may decide to give their opponent's dice a bonus. Any bonuses should be given before dice are rolled. Do not try to coerce other players into giving you a bonus.
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 better, so they say the robot's player can add 2 to their roll.
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.
Example:Two players want to have their characters duke it out. Incenimax, lord of the five hells and master of the eternal flame, challenges Bill, the accountant, to a battle.
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.
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.
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.
The story unfolds…
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 the last of his strength to grin up at his opponent.
“Guess it's true what they say. There are only two things for sure in this life - death and taxes. I might die here, but you? Taxes will follow you forever.”
Incenimax curses, knowing that Bill is right. But what if…?
“Perhaps,” says the master of the eternal flame, “perhaps. Or perhaps… we face them both together.”
Using dice isn't a weapon to get what you want. It is simply a way to acknowledge that, when everything is equal in the eyes of the story, sometimes the winner just comes down to chance.
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.
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 a way that ruins their enjoyment of the game.
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.
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