anyway.



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

On 2012-06-25, Graham wrote:

I like this. I like the way you're saying "These are our interests, what happens next?".

In roleplaying games, that often translates as: "I want A, you want B, who wins?" or "I want A, do I get it?". The first one is about a contest, the second one is about an achievement. It's all very heroic.

So I'm interested in how we can subvert that. Can we build a resolution model around cooperation? "I want A, you want B, we only get either if we cooperate".

Or around compromise? "I want A, you want B, let's meet halfway."

Or around tension? "I want A, you want B. It doesn't get resolved and fizzles away in the background."

Or around not making waves? (For the Tavern game, which I'm working on with Joanna, we're toying with a conflict resolution mechanic that goes: "I want A, you want B. Neither of us gets what we want, unless we make waves. If you make waves, then you get what you want, but you also get fired."

And I like all this, because it does odd things to the narrative.



 

This makes R go "Do you remember J. Walton's Mare Caspium?"
I'm not sure which way did he go from there, though, if any.

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