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Community
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Downtime - Forced Conflict
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<blockquote data-quote="Guyanthalas" data-source="post: 6668863" data-attributes="member: 73919"><p>Hey all, I've been trolling the forums and reading different design philosophies. Got me thinking about some character development ideas. One of the things I want to try is something I've been thinking of as "forced conflict". </p><p></p><p>I'm planning on announcing that "we are now going to have forced conflict. This time its between Grim and Pepper." This sets the stage for the conflict, and lets people know who is involved. They then get handed a card (or read a scene. or something):</p><p>"The two of you are relaxing at the Shimmering Stag enjoying a nice round of drinks. Its been a pretty enjoyable time in the bar, but not much of interest has occurred. After finishing drinks, one of you gets up and starts to walk to the door leaving the other person to pay the tab. Who did what, and what is the outcome of the conflict?"</p><p></p><p>At this point the two people have to co-author the scene. This could be RPing, or could just be general discussion. "Well, I think Grim is the most likely to take advantage of Pepper because of his evil alignment and greedy nature". Once they agree on what happened exactly, they can discuss how it was resolved. Maybe Grim thought (incorrectly) it was a date, and is more than happy to buy Pepper's drinks! Maybe Grim is super pissed off about it, and will withhold information later on because of it.</p><p></p><p>The whole concept is to try and have the party of more in-depth relationships with one another. We play mostly boxed campaigns, and everyone just assumes that everyone gets along all the time. I'd like to add more depth to it. Its loosely based on the game <a href="http://www.bullypulpitgames.com/games/fiasco/" target="_blank">Fiasco</a>, in the since that its more about jointly designing the scene rather than just "whoever speaks first does an action".</p><p></p><p>At any rate, I thought I'd put it out there to get some feedback. I'm slowing working through more "scenes" that could cause conflict, but not necessarily result in outright party destruction. Let me know what you think, even (especially) if you think its a terrible idea (and why)!</p></blockquote><p></p>
[QUOTE="Guyanthalas, post: 6668863, member: 73919"] Hey all, I've been trolling the forums and reading different design philosophies. Got me thinking about some character development ideas. One of the things I want to try is something I've been thinking of as "forced conflict". I'm planning on announcing that "we are now going to have forced conflict. This time its between Grim and Pepper." This sets the stage for the conflict, and lets people know who is involved. They then get handed a card (or read a scene. or something): "The two of you are relaxing at the Shimmering Stag enjoying a nice round of drinks. Its been a pretty enjoyable time in the bar, but not much of interest has occurred. After finishing drinks, one of you gets up and starts to walk to the door leaving the other person to pay the tab. Who did what, and what is the outcome of the conflict?" At this point the two people have to co-author the scene. This could be RPing, or could just be general discussion. "Well, I think Grim is the most likely to take advantage of Pepper because of his evil alignment and greedy nature". Once they agree on what happened exactly, they can discuss how it was resolved. Maybe Grim thought (incorrectly) it was a date, and is more than happy to buy Pepper's drinks! Maybe Grim is super pissed off about it, and will withhold information later on because of it. The whole concept is to try and have the party of more in-depth relationships with one another. We play mostly boxed campaigns, and everyone just assumes that everyone gets along all the time. I'd like to add more depth to it. Its loosely based on the game [URL="http://www.bullypulpitgames.com/games/fiasco/"]Fiasco[/URL], in the since that its more about jointly designing the scene rather than just "whoever speaks first does an action". At any rate, I thought I'd put it out there to get some feedback. I'm slowing working through more "scenes" that could cause conflict, but not necessarily result in outright party destruction. Let me know what you think, even (especially) if you think its a terrible idea (and why)! [/QUOTE]
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Downtime - Forced Conflict
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