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?