Topic: [DitV] "Relationships Determine What Conflicts Will Be About"
Started by: Joshua BishopRoby
Started on: 10/21/2005
Board: lumpley games
On 10/21/2005 at 11:36pm, Joshua BishopRoby wrote:
[DitV] "Relationships Determine What Conflicts Will Be About"
Okay, so I've read the line "Traits determine how conflicts are resolved, but Relationships determine what conflicts will be about." I don't see how this works out mechanically, except if the GM is looking over character sheets and putting the mentioned people into the towns he's creating. Is this the intended meaning? Because otherwise I don't see how my character's Relationships will necessarily be relevant in Random Next Town when the Relationship is with a person two towns back.
On 10/22/2005 at 1:12am, Vaxalon wrote:
Re: [DitV] "Relationships Determine What Conflicts Will Be About"
The GM should very much be taking into account the relationships that the PC has. Remember that one of the options is to revisit a town you've left behind before.
On 10/22/2005 at 1:35am, TonyLB wrote:
RE: Re: [DitV] "Relationships Determine What Conflicts Will Be About"
Joshua wrote: I don't see how this works out mechanically, except if the GM is looking over character sheets and putting the mentioned people into the towns he's creating.
Why should it be the GMs job? The GM isn't going to get an extra 3d6 if he makes certain that Molly Patkins is mentioned in the Stakes (as in "When Molly hears the story of how I talked to this mob, is she going to be proud of me?") The player is the one that benefits, they need to be the one applying creativity to making sure that the stakes are such that they get their Relationship dice.
On 10/22/2005 at 2:25pm, Neal wrote:
RE: Re: [DitV] "Relationships Determine What Conflicts Will Be About"
First of all, the rulebook suggests that GMs take their cue from Players in determining which conflicts matter. Second, Relationships aren't always with people, but can be with institutions, sins, demons, etc. And finally, yeah, the Players should be taking some responsibility to steer the game themselves, so long as they don't tread on the toes of the GM.
Suppose my character has written in his Relationships, "Only stern self-discipline keeps me from returning once again to Gluttony, 1d4." Man, I'm just begging my GM to write temptation into a story. How about a banquet to welcome our Dogs to the branch? And if he doesn't, hell, I might put it in there myself. I mean, every town has food, right? And that d4 means I want my character to be especially vulnerable to this sin; it really "complicates his life."
Or suppose my sheet says "A long conversation with a marshall has made me sympathetic to the goals of the Territorial Authority, 1d8." That spells trouble, too, when my duties as a Dog don't match the goals of the TA.
I think it's the GM's job to follow his Players' cues. But it's also the Player's job to select his Relationships with care and to follow through when they're presented as possible stakes or opponents. If my character from the second example passes up a couple opportunities to make his Relationship with the TA "what's at stake" in a conflict, or to mess with TA personnel, then I can't rightfully expect my GM to keep serving up those conflicts in the game; It'd just waste his time and mine.
Don't forget, too, that characters should have a handy little pool of unassigned Relationship dice. Why not declare them when you get to a new town as a way of steering the action toward conflict? After a conversation with the branch Steward, I assign a Relationship die: "I really mistrust that arrogant Brother Ephraim in Cow Hollow, 1d6."
On 10/22/2005 at 6:13pm, Brand_Robins wrote:
RE: Re: [DitV] "Relationships Determine What Conflicts Will Be About"
Assuming that you start off with, as the book tells you to, mostly relationships to other people and develope the ones to sins and institutions in play then Tony's method is one of the best to keep the relationships hopping.
Josh, do you watch Law and Order SVU? (I can't remember now if you do or not.) Because that show has all sorts of relationships that keep coming up over and over, even when the person isn't actually physically present. At least two or three times a year Olivia will spur a conflict with her relationship to her absuive, drunken, raped mother -- who just happens to have been dead for 5 years or so. Same deal with Jack's wife on 24, or Bartlet's father in the early-mid seasons of West Wing.
I mean, your character has a relationship to "Abigail Tomson (the girl who wanted Rebecca to stay): 3d4" -- even if I don't bring Abigail into play, but have other girls wanting girls to stay, or girls wanting you to stay, or girls who were forced to leave because of the way they felt about each other, do you think you won't be able to drive that relationship in there and make the conflict (at least partly) about that?
On 10/22/2005 at 8:15pm, Joshua BishopRoby wrote:
RE: Re: [DitV] "Relationships Determine What Conflicts Will Be About"
I thought the Relationship was only relevant when the person was (a) the stakes or (b) the opponent. Can I bring the Relationship in through allusions or associations, as well?
On 10/22/2005 at 8:29pm, Neal wrote:
RE: Re: [DitV] "Relationships Determine What Conflicts Will Be About"
Consider.
My character has a relationship. "Sister Harriet, the victim of sexual abuse in Green Meadows branch: 1d8."
Now, thinking as a GM, I'm wondering whether I should let this player bring such a relationship into play only when it involves Sister Harriet, or when it involves anyone who's a "victim of sexual abuse." My gut tells me "only Sister Harriet, the person described in the Relationship." My gut tells me, "If the player wants a Relationship to an allusion, the closest thing would probably be a Relationships to the Sin of sexual abuse." My gut, in fact, seems to echo the Schoolhouse Rock lecture-in-song about Nouns: "A noun is a person, place, or thing." Am I wrong to apply the same general guideline to Relationships? Does it restrict them too much?
And depending upon the Accomplishments a player declares during character creation, I don't see any problem with letting the player select a Relationship with a Sin or Institution. In fact, part of the Creating Characters section declares openly that if the player does not select a Trait such as "I'm a dog," he or she must declare a Relationship with the Dogs. I'm not clear why Relationships should be restricted to people at the outset.
On 10/22/2005 at 9:05pm, TonyLB wrote:
RE: Re: [DitV] "Relationships Determine What Conflicts Will Be About"
Neal wrote: Am I wrong to apply the same general guideline to Relationships? Does it restrict them too much?Right or wrong, those are the rules, aren't they?
Okay, I'm going to rant. Of course, this is my own opinion, take with a grain of salt, all that. But, nonetheless, a quick rant about the brilliance of the design as it stands ...
The thing to remember is that the world of the Dogs is not a faceless, mobile, modern society where things happen and it concerns nobody but the people who are there on the spot (and sometimes not even them). Harriet is going to hear about what you do. Harriet is going to have opinions about what you do. Harriet is, in short, going to judge you in the same way that you judge others.
That is the power of a relationship. You have the strength to do something because your failure would reflect poorly on others. They are counting on you. Or maybe they expect failure for you, and are just waiting to hear how you blew it this time. Whatever. Your actions matter to them, and their opinions matter to you.
And that's why the Relationships have to be part of the Stakes. You, the player, want to up the Stakes from the measly "Will I fall off this horse?" to "Will my papa (God rest his soul) watchin' from heaven see me fall off'n a horse, after all the hours he spent teachin' me to ride?" You get dice for making it more important to you. But that's meant to be a gamble, a big gamble. If you lose those Stakes, you've got to know, with the utter certainty that you would for any other Stakes, that your father does see you, and that he is disappointed in you.
So, if that's the cool thing about them then why let players take relationships with Sins and Institutions, and what-not? Well, I have a theory: Relationships are only with characters. They can be with abstracts, but only so long as those abstracts are understood as characters. If you have a relationship with Sexual Abuse, and you let a mother go on abusing her son, then Sexual Abuse, as your adversary, your hated rival, has won a battle against you. You are losing the fight, and you know it, and the sin knows it.
Forge Reference Links:
Topic 17295
On 10/22/2005 at 9:35pm, Brand_Robins wrote:
RE: Re: [DitV] "Relationships Determine What Conflicts Will Be About"
And to go along with what Tony was saying:
You've to a relationship to "Sister Maria, a sexual abuse victim over there." You are now dealing with a sexual abuse victim here. Can you add dice? Not just for saying, "Oh, I know another girl that was sexually abused." If otoh, you set the stakes as "I want to stop this now so that I can go home and look Sister Maria in the face again" then you'd better believe that it will.
Same deal in 24, Jack's player can't just say "Oh, this woman could die, like my dead wife, so I want to use my dice." He can, however, say, "This bitch killed my wife and my love for my wife demands that I shoot her ass now despite the fact she has important information and I'm on camera at the moment" and get those "Dead wife" dice in the conflict -- because his relationship to the dead love is at the heart of what the conflict is actually about.
To get the dice the conflict has to be about that relationship as a person that you love/hate/whatever. That is how relationships decide what conflicts are about. However that doesn't mean the person has to be there looking at you for the conflict to be about them.
Consider the difference between the conflicts of "I kill the man because he's a sinner and chid abuser" and "I kill the bastard because he's so much like my dad, who I couldn't kill but always wanted to and killing him will be like murdering my father" and how very different it makes your character to everyone at the table.
On 10/22/2005 at 9:36pm, Brand_Robins wrote:
RE: Re: [DitV] "Relationships Determine What Conflicts Will Be About"
P.S. Not to mention what happens when everyone else that watches you starts to send word back to your dad about how you killed the guy and obviously were thinking about him when you pulled the trigger.
On 10/22/2005 at 11:49pm, IMAGinES wrote:
RE: Re: [DitV] "Relationships Determine What Conflicts Will Be About"
Neal wrote:
... thinking as a GM, I'm wondering whether I should let this player bring such a relationship into play only when it involves Sister Harriet, or when it involves anyone who's a "victim of sexual abuse." My gut tells me "only Sister Harriet, the person described in the Relationship." My gut tells me, "If the player wants a Relationship to an allusion, the closest thing would probably be a Relationships to the Sin of sexual abuse." My gut, in fact, seems to echo the Schoolhouse Rock lecture-in-song about Nouns: "A noun is a person, place, or thing." Am I wrong to apply the same general guideline to Relationships? Does it restrict them too much?
Also, could taking a single relationship that can potentially apply to both a Sin and a Person be seen as "gaming the system", if you know what I mean? I might'nt have a good grip on the concept of "Currency" within a system, but in part this seems like a Currency issue.
On the other hand, the rules allow for as much in the way of Possessions as the group is comfortable with, so maybe there's no real need for that sort of - for want of a better word, stickiness?
On 10/22/2005 at 11:56pm, demiurgeastaroth wrote:
RE: Re: [DitV] "Relationships Determine What Conflicts Will Be About"
While the method Tony and Brand advocates is a fine way to play (and easier in many ways, too), Vincent is on record as saying that's not what he intended - but that he does break that rule occasionally when it feels right.
(If I am misquoting Vincent, this will at least prompt him to clarify :))
By the rules, which are quite clearly stated, a relationship with a person is only relevant in certain circumstances, and "because they might hear about my deeds" is not one of them.
However, players do have the power to bring any relationship into any conflict, by describing as part of a Raise or See how they are suddenly physically present and helping. This might stretch credibility if done too often, or not - depending on the game and situation.
If players want a relationship to "Sister Maria, a sexual abuse victim over there," and want to use this with any sexual abuse victim they encounter, they can take this as a Trait, not a Relationship.
On 10/23/2005 at 12:23am, Brand_Robins wrote:
RE: Re: [DitV] "Relationships Determine What Conflicts Will Be About"
FTR, I think Darren is right.
It just happens to be the ONLY place where I disagree with Vincent about the perfection of Dogs.
However, I've had my say and will shut it now.
On 10/23/2005 at 12:33am, TonyLB wrote:
RE: Re: [DitV] "Relationships Determine What Conflicts Will Be About"
Darren wrote: By the rules, which are quite clearly stated, a relationship with a person is only relevant in certain circumstances, and "because they might hear about my deeds" is not one of them.
For what it's worth, I will point out the subtle but essential difference between "because they might hear about my deeds" and "because they will hear about my deeds." Their hearing about your deeds, and their judgment of those deeds, are all included in the explicit stakes, and are unavoidable if those stakes occur.
Now, what Vincent thinks of that, I'm not really certain. So I won't speak to that.
On 10/23/2005 at 1:36pm, Vaxalon wrote:
RE: Re: [DitV] "Relationships Determine What Conflicts Will Be About"
Dogs win conflicts often enough, in my experience, that it really isn't necessary for them to take broadly applicable relationships.
I have, however, seen players who are desperate for more dice, assign their free relationship dice to their adversaries in a conflict, in the middle of the conflict. "I hate Brother Jesse" is a powerful statement to make on a character sheet, and not one they do lightly... it was very much a last resort.
On 10/24/2005 at 2:51pm, Neal wrote:
RE: Re: [DitV] "Relationships Determine What Conflicts Will Be About"
Fred, while I have yet to play the game (tomorrow is DitV-Day), what you describe just rubs me the wrong way. I might consider letting a player assign relationship dice to an opponent after a conflict, maybe even between a conflict and its follow-up, and it's certainly kosher to assign those dice prior to a conflict, but not in the middle of a conflict. And certainly not because the player is "desperate for more dice." I can't think of anything that more clearly violates the spirit of the game, as I understand it.
On 10/24/2005 at 2:57pm, lumpley wrote:
RE: Re: [DitV] "Relationships Determine What Conflicts Will Be About"
Actually, taking a relationship to your opponent in the middle of a conflict because you need the dice is completely kosher. Doesn't hurt the game a bit.
In the middle of conflicts, I often say, "well, are you going to give, shoot her, or take a relationship with her?"
-Vincent
On 10/24/2005 at 4:28pm, James Holloway wrote:
RE: Re: [DitV] "Relationships Determine What Conflicts Will Be About"
Neal wrote:
I can't think of anything that more clearly violates the spirit of the game, as I understand it.
Vincent already addressed that this doesn't violate the spirit of the game, but I recommend you to the the section "Timing New Relationships" on p. 42 of the first edition rules for rules text that explicitly allow this.
On 10/24/2005 at 4:50pm, Joshua BishopRoby wrote:
RE: Re: [DitV] "Relationships Determine What Conflicts Will Be About"
Neal wrote: I can't think of anything that more clearly violates the spirit of the game, as I understand it.
It allows the players to make a pretty powerful statement about what's important to their characters. Sounds perfectly in-line with the spirit of the game to me.
On 10/24/2005 at 5:41pm, Neal wrote:
RE: Re: [DitV] "Relationships Determine What Conflicts Will Be About"
James, thanks for the pointer. I had read that section (p. 41 in my edition) not an hour before posting, and then forgotten it, probably because I was focusing on p. 39: "Because rolling your character's relationship depends on who your character's opponent is and what's at stake, you'll roll them at the beginning of the conflict, with your Stats." I guess I'll have to wait and see how this sort of thing takes shape in actual play. I suppose the dividing line between "making a powerful statement about my character" and "tossing some extra dice on the table because I like to win" will depend on how the player describes his end of the conflict.
On 10/24/2005 at 6:04pm, Brand_Robins wrote:
RE: Re: [DitV] "Relationships Determine What Conflicts Will Be About"
Neal,
There is also an issue to consider in the "what it is about" section of relationships and conflicts.
If you have an established relationship going into a conflict, then for the conflict to be about it you must introduce it on the way in. If this is about your dad, you know it is about your dad going in and have to state it there. (If it becomes about your dad later its probably something to pick up in a followup conflict.)
If, otoh, you are in a conflict and suddenly develop a relationship to the person you are in the conflict with then there is a real way in which this conflict has become about that relationship -- because it was the conflict that formed that relationship. If you suddenly get "Hates Brand Robins 2d8" in the middle of this discussion, then there is a real way in which the point of the discussion (from a dramatic PoV) was about you learning to hate me.
A conflict that generates a new relationship is thus prime material for the relationship to be added into, because the conflict is about the formation of that relationship and the relationship is about that conflict. The whole "what it is about" segement thus comes full circle and works perfectly.
On 10/24/2005 at 7:34pm, Neal wrote:
RE: Re: [DitV] "Relationships Determine What Conflicts Will Be About"
Brand, I think there's a lot of sense in what you're saying, now that you put it that way. I think I needed that phrasing to make the Relationships-in-mid-conflict thing sound like something other than dicemonkeys running amok. It even sounds pretty liberating, especially when you consider that those new conflict-spawned Relationships don't have to be limited to hatred. Ex. "I know Sister Jaelle's views are wrong -- really, really wrong -- but I can't help it; I find her incredibly exciting: 1d8."
I guess what was hanging me up was the notion that a conflict seemed to call for Relationships to be on the table at the outset, a part of "what's at stake." I think I may have been reading the rules backwards, if that makes sense. For a Relationship to come into play during combat, it has to be either "what's at stake" or the opposition. This seems to be what you're saying in your second paragraph. At the outset, the conflict is either about/against your dad, or it's not. But I guess that doesn't preclude conflict from spawning new Relationships on the fly.
What you're describing in the third paragraph (the conflict that generates a new Relationship) brings up a conceptual problem I think I may be (or have been) having, and that is the difference between "what it's about" and "what's at stake." Looking at what I've written above, I think that's just something I'll have to work out as I play the game. From where I am now, it seems to me I've folded the two together. If I'm right, you're saying they're not necessarily the same thing. If so, that does make sense. My character's attempt to save the little brown-haired girl from drowning might not be about the girl, the river, or any of that; it might be about his own fear of water. Once he gets into the water and fights the current, he might develop a sudden relationship with this particular river, or with the little brown-haired girl, as his struggle takes on new intensity. Does that sound like what you're describing?
On 10/24/2005 at 7:49pm, Brand_Robins wrote:
RE: Re: [DitV] "Relationships Determine What Conflicts Will Be About"
Neal wrote: What you're describing in the third paragraph (the conflict that generates a new Relationship) brings up a conceptual problem I think I may be (or have been) having, and that is the difference between "what it's about" and "what's at stake." Looking at what I've written above, I think that's just something I'll have to work out as I play the game. From where I am now, it seems to me I've folded the two together. If I'm right, you're saying they're not necessarily the same thing. If so, that does make sense. My character's attempt to save the little brown-haired girl from drowning might not be about the girl, the river, or any of that; it might be about his own fear of water. Once he gets into the water and fights the current, he might develop a sudden relationship with this particular river, or with the little brown-haired girl, as his struggle takes on new intensity. Does that sound like what you're describing?
Yes. I think.
The stakes of a conflict are what you're trying to do. What it is about is why you are doing it, or at least why you are doing it the way you are doing it. So you can have stakes of "I kill this guy" but what killing him is about can be any number of things. If its got a relationship that is "I hate this guy" then it is about one thing, but if it is with a relationship of "I love this guy" it is something very different. (And yet again if you have no relationship at all to the human being with a life and family that you are putting on his knees and shooting in the head, and kill without direct relationships at all.)
That's how I read it, anyway. Vincent may tell you I'm wrong. If so, listen to him.
On 10/24/2005 at 8:16pm, Karasu wrote:
RE: Re: [DitV] "Relationships Determine What Conflicts Will Be About"
Darren wrote:
By the rules, which are quite clearly stated, a relationship with a person is only relevant in certain circumstances, and "because they might hear about my deeds" is not one of them.
However, players do have the power to bring any relationship into any conflict, by describing as part of a Raise or See how they are suddenly physically present and helping. This might stretch credibility if done too often, or not - depending on the game and situation.
If players want a relationship to "Sister Maria, a sexual abuse victim over there," and want to use this with any sexual abuse victim they encounter, they can take this as a Trait, not a Relationship.
Just to make sure I'm clear on this. So it's the difference between taking the Relationship "Sister Maria, who was sexually abused in Sweet Water" and the Trait "I won't let anyone else suffer like Sister Maria"? The first could only be drawn upon for dice if Sister Maria is at stake or if she's the opponent. The second, however, could be used in a conflict to help prevent someone from being subjected to a fate, correct?
On 10/24/2005 at 10:46pm, Joshua BishopRoby wrote:
RE: Re: [DitV] "Relationships Determine What Conflicts Will Be About"
Brand_Robins wrote: The stakes of a conflict are what you're trying to do. What it is about is why you are doing it, or at least why you are doing it the way you are doing it.
Might I suggest some pronoun disambiguation:
The stakes of a conflict are what THE CHARACTER is trying to do. What it is about is why THE PLAYER is directing the character to do it, or at least why THE PLAYER is directing the character to do it in the way the character is doing it.
On 10/24/2005 at 11:29pm, Neal wrote:
RE: Re: [DitV] "Relationships Determine What Conflicts Will Be About"
Joshua wrote:
The stakes of a conflict are what THE CHARACTER is trying to do. What it is about is why THE PLAYER is directing the character to do it, or at least why THE PLAYER is directing the character to do it in the way the character is doing it.
This helps, though I hope I'm not sounding snarky in bringing up the idea that "what's (literally) at stake" is not always "what the character is (really) trying to do." Just based on my pre-play understanding, I might say "What's at stake is what hangs on the outcome of the conflict, in concrete terms, here and now." But I think the point is made, all quibbles notwithstanding. What's at stake belongs in the Character's world; what it's about belongs in the Player's world.
On 10/25/2005 at 12:33am, Neal wrote:
RE: Re: [DitV] "Relationships Determine What Conflicts Will Be About"
Karasu wrote:
Just to make sure I'm clear on this. So it's the difference between taking the Relationship "Sister Maria, who was sexually abused in Sweet Water" and the Trait "I won't let anyone else suffer like Sister Maria"? The first could only be drawn upon for dice if Sister Maria is at stake or if she's the opponent. The second, however, could be used in a conflict to help prevent someone from being subjected to a fate, correct?
With all due respect to Darren, I think I'd allow it as a Relationship with Sexual Abuse, as a Sin. It makes perfect sense as a Trait, of course, but I think it could work as a Relationship as well. In keeping with what I've read here and in the rulebook, the acid test seems to be what is most important to the character. If it's Sister Maria, then you have a Relationship with Sister Maria. If it's a resolve never to let anyone suffer that way again, it's a Trait. If it's a commitment to stop the sin itself, again, it could be a Relationship with that Sin. In choosing that last path, the player is making a statement like, "My character has come to view Sexual Abuse as a personal affront, and something that must be fought." If the player anthropomorphizes the sin, then there shouldn't be a problem with forming a Relationship with it.
Mechanically, then, the Relationship and the Trait would work about the same way, I think. But the choice which slot to drop it into says something about the character. Traits seem often more inward, Relationships more outward. I'm sure there are exceptions, but that's what I'm picking up.
On 10/25/2005 at 1:31am, demiurgeastaroth wrote:
RE: Re: [DitV] "Relationships Determine What Conflicts Will Be About"
With all due respect to Darren, I think I'd allow it as a Relationship with Sexual Abuse, as a Sin. It makes perfect sense as a Trait, of course, but I think it could work as a Relationship as well. In keeping with what I've read here and in the rulebook, the acid test seems to be what is most important to the character. If it's Sister Maria, then you have a Relationship with Sister Maria. If it's a resolve never to let anyone suffer that way again, it's a Trait. If it's a commitment to stop the sin itself, again, it could be a Relationship with that Sin. In choosing that last path, the player is making a statement like, "My character has come to view Sexual Abuse as a personal affront, and something that must be fought." If the player anthropomorphizes the sin, then there shouldn't be a problem with forming a Relationship with it.
As it happens, Neal, that's pretty much how I see it too. But pay careful attention to the situations where you get to use a Relationship with a Sin or an Institution - there are subtle differences between each, and between them and Traits.
Mechanically, then, the Relationship and the Trait would work about the same way, I think. But the choice which slot to drop it into says something about the character. Traits seem often more inward, Relationships more outward. I'm sure there are exceptions, but that's what I'm picking up.
Traits don't have to be inward. For example, I think the following is kosher (or whatever the Mormon word is for acceptable food intake):
"It starts to rain, 1d8"
Vincent, please, please, please correct me if I'm wrong.
I think you can have traits which are anything at all, even things that aren't in any way related to your character - "It falls silent, and tumbleweed rolls across my path, 1d6" is a trait one of my players took.
So a working definition of Traits would be, exactly, "things which, when I incorporate in a Raise or See, give me extra dice." That's it - they aren't internal, they aren't external.
Relationships are quite different.
However, it was earlier said that Relationships must be rolled at the start of the a conflict unless created during the conflict. This is simply not the case.
Look at the list of situations where you can use a Relationship. Number 3 is, when the relationship comes to my active aid in a conflict.
You often can't know at the start of a conflict if that will certainly happen.
Let's say you have a relationship with the Sheriff and want to have him help you during that conflict, so you roll the dice at the start. But then, two raises in, the conflict ends - and you never got the opportunity to narrate his coming to help you. So you shouldn't have got those dice.
You only roll dice for relationships at the start of a conflict in the other two cases (when the relationship is part of the stakes, for example). For that active aid clause, it should be rolled during the conflict, just like a Belonging or Trait. (And possibly along with it - you could have a Relationship with your Horse, for example, and that horse is also a Belonging. It doesn't make a lot of sense to roll the Relationship die for that horse at the start, and the Belonging dice later. You'd only roll the relationship at the start if the conflict was about the horse.)
Furthermore, if the relationship is not present, if the relationship was last seen in another town, you can, as part of a raise or see, roll that relationship's dice and state how that relationship suddenly, here and now, actively comes to your aid.
As with trait use, the group has to come to some consensus over how frequently to pull this stunt is too frequent, but it's a legitimate tactic. The time and space tricks you can play with DitV conflict can easily justify stuff that would be beyond the pale in many other games.
On 10/25/2005 at 2:25pm, lumpley wrote:
RE: Re: [DitV] "Relationships Determine What Conflicts Will Be About"
This is important. This is how the "a relationship comes to your active aid" rule really works.
If you bring an NPC into a raise or see, and you don't have a relationship with the NPC, you get dice as though the NPC were an improvised belonging. d4 if he's crap, 2d8 if he's big plus quality. Right?
If you bring an NPC into a raise or see, and you DO have a relationship with the NPC, you get your relationship dice instead.
In MY game, if you have a big plus quality cousin, and you haven't assigned relationship dice to her, you get the d6 for blood, NOT the 2d8 for big plus quality. Similarly, even if your cousin's crap, you get the d6 for blood, not the d4. Having a cousin come to your aid is automatically different from having a stranger come to your aid.
In YOUR game, feel free to get whichever dice are better, if that's how you'd rather play it.
Now, say I have a relationship with a sin, let's say whorin'. Can whorin' come to my active aid in a conflict? Maaaaybe. Clearly, that'd mean that I brought it concretely into a raise or a see - and if I can figure out how to do that, more power (more dice) to me.
-Vincent
On 10/25/2005 at 2:58pm, jrs wrote:
RE: Re: [DitV] "Relationships Determine What Conflicts Will Be About"
lumpley wrote:
If you bring an NPC into a raise or see, and you don't have a relationship with the NPC, you get dice as though the NPC were an improvised belonging. d4 if he's crap, 2d8 if he's big plus quality. Right?
Damn. We could have used that last Saturday in our Dogs game. We were even talking about a particular NPC as furniture and not as an active participant during a conflict. I wasn't thinking about the potential of using him as an improvised belonging. That could have been interesting, a crap town stewart. Next time.
Julie
On 10/25/2005 at 3:11pm, Neal wrote:
RE: Re: [DitV] "Relationships Determine What Conflicts Will Be About"
Okay, now I'm a little confused. Maybe someone can help me understand the advantage of bringing an NPC in as a Relationship, as opposed to accepting help from the NPC as described under "When an NPC helps a PC" (p. 82, my edition). It seems to me more lucrative, dicewise, to consider the NPC as joining the group (with +2d6 Stats and a Trait of at least 1d6), rather than taking the Relationship or Belonging-quality dice. What am I missing?
On 10/25/2005 at 3:17pm, lumpley wrote:
RE: Re: [DitV] "Relationships Determine What Conflicts Will Be About"
Well. I get 1d4 for THAT rule. Crap.
Since it's in the book, you can play by it if you want, and really I'm sure it won't do you any harm. I like the relationship-or-improvised-belonging rule better, personally.
Dammit.
-Vincent
On 10/25/2005 at 3:31pm, lumpley wrote:
RE: Re: [DitV] "Relationships Determine What Conflicts Will Be About"
Oh, and I should maybe point out: the crap "like a group NPC" rule applies at the beginning of the conflict, when you're establishing who's on which side; you can't get the +2d6 for stats if an NPC comes into a see or raise mid-conflict.
Probably the rules don't actually overlap. If the NPC's on your side from the beginning, +2d6 for stats + a trait. If the NPC isn't on your side from the beginning, but you bring her into a raise or see, dice for relationship or as improvised.
That seems not too far out.
And also, it's a pretty dumb little technical issue without much real procedural impact. Follow your group's lead if it comes up; if it doesn't, it's not worth worrying over.
-Vincent
On 10/25/2005 at 3:46pm, Brand_Robins wrote:
RE: Re: [DitV] "Relationships Determine What Conflicts Will Be About"
lumpley wrote: If you bring an NPC into a raise or see, and you DO have a relationship with the NPC, you get your relationship dice instead.
So then the rule in the book should say (on page 68 of the new edition): "Because rolling your character's relationship depends on who your character's opponent is and what's at stake, you'll roll them at the beginning of the conflict, with your Stats. However, if the relationship unexpecedly comes to your aid in part of a raise or see, they can also be added at that point."
And or the Traits and Things section (page 63, new edition) should add a line like "You can also add Relationship dice if you raise or see with the relationship suddenly coming to your aid."
Yes, no? Because the only reason I haven't been allowing that in my games is because as the text stands it sounds like that is right out.
On 10/25/2005 at 3:53pm, lumpley wrote:
RE: Re: [DitV] "Relationships Determine What Conflicts Will Be About"
Lord, what a mire, and to what little profit.
If I make those changes, I have to add a further proviso that you still can't roll any given set of dice more than once in a conflict, right?
Anyway has it been working out okay? Then keep doing it the way you've been doing it.
-Vincent
On 10/25/2005 at 3:58pm, Brand_Robins wrote:
RE: Re: [DitV] "Relationships Determine What Conflicts Will Be About"
Right, right.
I'm not trying to tug your leg Vincent, just to get it clear in my own mind.
I'm mostly asking because there was a situation where this came up recently and I made an on the spot ruling that my group was quite divided over (so following the lead when 2 are on one side 2 on another, and me stuck in the middle isn't easy) -- and now I'm thinking I probably did wrong.
It's not a big deal, I'll just do it different next time. But I, and others, get things clear in our heads by discussing them. I, at least, am not trying to nitpick nor was I actually suggesting that you make a change to the book (I realize now it sounded that way, it wasn't what I was actually saying, so sorry about that). I'm just trying to be sure I understand the structural logic of the game due to that whole "rules matter" and "use the rules in the book rather than randomly changing them" thing that we get going on around here.
Clearer?
On 10/25/2005 at 4:02pm, lumpley wrote:
RE: Re: [DitV] "Relationships Determine What Conflicts Will Be About"
Brand: ah, sure thing. Cool.
-Vincent