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help with a conflict resolution mechanic
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Topic: help with a conflict resolution mechanic (Read 1432 times)
Deadboy
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Posts: 15
help with a conflict resolution mechanic
«
Reply #15 on:
January 16, 2004, 09:49:17 AM »
I really like the idea of "raising the stakes." It brought all sorts of interesting possibilities into my brain -- increasing the magnitude of possible success and the price of failure, and allowing for descriptions of great back and forth struggles. You should definitely go with that.
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-Jim
Happy Nebula Adventures
Ron Edwards
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Posts: 16490
help with a conflict resolution mechanic
«
Reply #16 on:
January 26, 2004, 07:44:05 PM »
Hi there,
Seems to me that you ought to get really familiar with both Castle Falkenstein and with Dust Devils, then decide which end of the spectrum they represent seems better to you.
CF: keep a hand of four cards going at all times, and play single cards to represent actions - suits specify types of actions, numbers add to your scores, always compare against target numbers. GM always sets up conflicts and narrates their outcomes. (See also its card-based duelling and magic systems, which are different.)
DD: draw only during conflicts, draw cards equal to scores plus a bunch of stuff, and work out the best five-card poker hand you can. Winning hands win the conflicts; high card in the five regardless of hand gets to narrate.
Best,
Ron
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