anyway.



thread: 2012-06-25 : "Conflict" "Resolution"

On 2012-06-25, Weeks wrote:

So what makes for good systems of conflict resolution?  Do you have a list of features?  Is good meaningful here?

One of the things you seem to value is a system that leads from one interesting situation into another.  Also right- and left-pointing arrows; tying the fiction to the mechanics (at least it feels out here like AW's moves are a response the problems lots of us had with IAWA along those lines).  I presume the obvious stuff like short handling time (at least unless you have some kind of inherently fun minigame that takes time but pays off).

Are those right?  What else?



 

This makes...
initials
...go...
short response
optional explanation (be brief!):

if you're human, not a spambot, type "human":