The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
May 20, 2022, 06:40:06 AM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Forum changes:
Editing of posts has been turned off until further notice.
Search:
Advanced search
275647
Posts in
27717
Topics by
4285
Members Latest Member:
-
Jason DAngelo
Most online today:
70
- most online ever:
565
(October 17, 2020, 02:08:06 PM)
The Forge Archives
Inactive Forums
Chimera Creative
(Moderator:
Matt Snyder
)
PC v. PC In Dust Devils/Deathwish
Pages: [
1
]
« previous
next »
Author
Topic: PC v. PC In Dust Devils/Deathwish (Read 2963 times)
jburneko
Member
Posts: 1351
PC v. PC In Dust Devils/Deathwish
«
on:
March 24, 2003, 11:15:23 AM »
Hello,
I have a question regarding PC v. PC Conflict. I'm working up a Deathwish Scenario and I'm thinking of allowing PCs to be CIA, MI-6 or KGB. This puts all the characters in conflict with each other ESPECIALLY the KGB agents.
Now, for normal shoot out stuff the main conflict resolution system works fine.
But what about Interrogation or Seduction?
Here's the delima:
1) Using the the conflict resolution for "role-playing" conflicts takes significant character choices out of the hands of the player with the low card. I.E. High Card PC will be dictating the choices of the Low Card PC. So a part of me, which may be the 'habits' part of me, says this is a bad idea.
2) However, one of the NEAT things that I REALLY like about the Dust Devil/Deathwish system is that EVERY conflict deals some kind of "damage." So why should a PC v. PC conflict be any different? In fact it may be MORE significant over all.
So I'm torn.
Advice?
Jesse
Logged
Matt Snyder
Moderator
Member
Posts: 1380
PC v. PC In Dust Devils/Deathwish
«
Reply #1 on:
March 24, 2003, 11:56:55 AM »
Jesse, first off let me say SWINGING, BABY! Glad you're putting this together.
Second, and more seriously, inter-PC conflict is part and parcel of Dust Devils and Deathwish, too, which you probably realized. I highly encourage PC vs. PC conflict in which Difficulty is exchanged,
especially
if the Devil / Deathwish in involved.
But, I don't think I'm clearly understanding your point in No. 1 above. Can you explain a bit more what you mean there, especially with the bit about "dictating choices"? I'm happy to offer up advice, I just want to make sure I understand the question correctly.
Thanks!
Logged
Matt Snyder
www.chimera.info
"The future ain't what it used to be."
--Yogi Berra
jburneko
Member
Posts: 1351
PC v. PC In Dust Devils/Deathwish
«
Reply #2 on:
March 24, 2003, 12:03:23 PM »
Thanks for the reply.
Here's an example:
Let's say PC A has captured PC B and is interrogating him. PC B has a decision to make: Talk or not to Talk. That's a rather significant decision and says a lot about the character. Is he the kind of character who buckles under or keeps quiet no matter the stakes?
However, if we go to the cards and PC A "wins" the conflict regardless of who has the high card PC B is now MANDATED to talk, thus, taking the choice out of the Player's hands.
I'm probably missing something obvious because the instincts are all saying go with the cards, but I can't articulate why.
Jesse
Edited Note: I just realized this is also a problem when the PC is under some kind of psychological "attack" (test of wills) from a NPC as well.
Basically, I'm asking what to do when a PC is the "defender" in a non-physical conflict.
Logged
Matt Snyder
Moderator
Member
Posts: 1380
PC v. PC In Dust Devils/Deathwish
«
Reply #3 on:
March 24, 2003, 12:25:56 PM »
Quote from: jburneko
Let's say PC A has captured PC B and is interrogating him. PC B has a decision to make: Talk or not to Talk. That's a rather significant decision and says a lot about the character. Is he the kind of character who buckles under or keeps quiet no matter the stakes?
However, if we go to the cards and PC A "wins" the conflict regardless of who has the high card PC B is now MANDATED to talk, thus, taking the choice out of the Player's hands.
I'm probably missing something obvious because the instincts are all saying go with the cards, but I can't articulate why.
Here's why. Just because PC A has "won" does not mean the PC B must "talk." I think the problem is that you're seeing action before resolution. What matters in PC A winning is only that he achieve his goal.
It doesn't make much sense to have PC A's goal be "make him talk, literally." Rather, his goal should be "get the information." Ok, so he does that, but how?
Let's say PC B has high card, but has lost the conflict. HE get's to say just how his character lets the info slip. Maybe he simply "forgets" he had the knock list disc in his trenchcoat pocket. Or, maybe PC A can use his thumb to bypass biometric security on a previously secured laptop thingy. Nothing in the game prevents such props from being brought into play.
Conversely, PC A wins the conflict and has high card (which is actually slightly more likely, I believe). PC A's player needs the info, but he likes PC B's player. They're pals. What's more, he likes PC B's character concept, and is invested in that character's style and identity (and Deathwish!). So, he's takes a little pity. He comes up with a creative means -- maybe he makes a clever deal with the guy. Give me the info., and I'll tell you My Secret Plan.
Or, he's bastard and has PC B sing like a birdie. Thing is, chances are good he'll be in that chair in the next conflict, and players never forget. ;) He'll be flopping like a fish from that stun gun next scene, with little children laughing at him. Or something like that....
I think there's just a smidge of "tradition" that's keeping you from offering up some funky ways to make both players happy and make the game more interesting. It can be done. Get creative with the conflict's results!
Hope this is relevant and helpful!
Logged
Matt Snyder
www.chimera.info
"The future ain't what it used to be."
--Yogi Berra
jburneko
Member
Posts: 1351
PC v. PC In Dust Devils/Deathwish
«
Reply #4 on:
March 24, 2003, 12:46:49 PM »
That was very relevant and very helpful. Thanks!
Jesse
Logged
Pages: [
1
]
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Welcome to the Archives
-----------------------------
=> Welcome to the Archives
-----------------------------
General Forge Forums
-----------------------------
=> First Thoughts
=> Playtesting
=> Endeavor
=> Actual Play
=> Publishing
=> Connections
=> Conventions
=> Site Discussion
-----------------------------
Archive
-----------------------------
=> RPG Theory
=> GNS Model Discussion
=> Indie Game Design
-----------------------------
Independent Game Forums
-----------------------------
=> Adept Press
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Black and Green Games
=> Bully Pulpit Games
=> Dark Omen Games
=> Dog Eared Designs
=> Eric J. Boyd Designs
=> Errant Knight Games
=> Galileo Games
=> glyphpress
=> Green Fairy Games
=> Half Meme Press
=> Incarnadine Press
=> lumpley games
=> Muse of Fire Games
=> ndp design
=> Night Sky Games
=> one.seven design
=> Robert Bohl Games
=> Stone Baby Games
=> These Are Our Games
=> Twisted Confessions
=> Universalis
=> Wild Hunt Studios
-----------------------------
Inactive Forums
-----------------------------
=> My Life With Master Playtest
=> Adamant Entertainment
=> Bob Goat Press
=> Burning Wheel
=> Cartoon Action Hour
=> Chimera Creative
=> CRN Games
=> Destroy All Games
=> Evilhat Productions
=> HeroQuest
=> Key 20 Publishing
=> Memento-Mori Theatricks
=> Mystic Ages Online
=> Orbit
=> Scattershot
=> Seraphim Guard
=> Wicked Press
=> Review Discussion
=> XIG Games
=> SimplePhrase Press
=> The Riddle of Steel
=> Random Order Creations
=> Forge Birthday Forum