thread: 2006-03-20 : Creating Situation: a practical example
On 2006-03-20, Vincent wrote:
Roger: "Do you have any comment on how to handle dynamic interests? For example, if the Order decides in the middle of play that they'd really be happier if the shrine doesn't fall?
Well, in this particular game, the interests themselves don't have any mechanical significance - their purpose is to drive the characters into conflict. If they change in the middle, no biggie, they change. If they change in such a way that they still drive the characters into conflict, albeit different conflicts, that's cool. If they change in such a way that they're lining up with others' interests - your example, or if the junior magician-monk decides that he too really wants to have sex with the priestess - that's cool too, that's the situation resolving.
The Riddle of Steel is a game that handles changing interests non-haphazardly.