Forum changes: Editing of posts has been turned off until further notice.
Started by Mikael, March 13, 2006, 10:46:00 AM
Quote1) You have to make sure your counterstakes don't force fallout. As others have said above.2) You have to make sure your counterstakes don't force PC judgement or curtail their moral authority. If you have the stakes "I want to convince her that lesbianism is wrong" and then the GM counterstakes "And if you lose she convinces you that it's right" you're going to someplace interesting -- but not somplace that works for Dogs. (In Nine Worlds, for example, I do sometimes have stakes like that. In Dogs its death.)3) Countersakes can have a way of killing good followup conflicts. Look at the "If I win we get to see the Steward, if I lose the Steward hightails it out of town" example. Is the Steward already out of town? Shouldn't they get a followup? If they do get a followup why bother with the counterstake? Now if you phrased it "We want to see the Steward before he leaves town" and you lose, then it's easy to see that the logical followup is something in the range of "Damnit, now we have to track him down in the wildnerness."I don't think that counterstakes inherently force any of these problems, but IME they do make them common enough that using them is not worth the price of admission. Dogs works best with flat stakes, giving lots of freedom for fallout, moral judgement, and followup stakes.I'd also speculate that this is because Dog's punctuated conflict resolution is not the same as PTAs single conflict scene and dispute resolution, but that's an argument for another time.