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<blockquote data-quote="pemerton" data-source="post: 7742783" data-attributes="member: 42582"><p>Just on this point - I agree with your particular example.</p><p></p><p>But Luke Crane does comment, in one of the Burning Wheel rulebooks, that in his experience the use of social mechanics to resolve PC vs PC arguments does (i) help the group at the table reach consensus on what to do next, and (ii) makes players feel more comfortable to have their PC argue with another PC, precisely because there's a way of resolving it at the table which sees the game go on, rather than having everything grind to a halt due to this social issue with no straightforward resolution.</p><p></p><p>In my Cortex+ Heroic game the PCs argue with one another from time to time, inflicting mental or emotional stress on one another (because some of the PCs have milestones which yield XP when this happens, some of the players are always on the lookout for a chance to do this). In my 4e game once, and in my Classic Traveller game more than once, I've used an impromptu social mechanic to resolve a seemingly interminable PC-vs-PC argument about what to do next - eg in Traveller I have each side roll, with a side that includes a noble, or a PC with Leader expertise, getting bonuses.</p><p></p><p>The side that loses agrees to go along with the side that wins - at the table first and foremost, and therefore in the fiction also.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7742783, member: 42582"] Just on this point - I agree with your particular example. But Luke Crane does comment, in one of the Burning Wheel rulebooks, that in his experience the use of social mechanics to resolve PC vs PC arguments does (i) help the group at the table reach consensus on what to do next, and (ii) makes players feel more comfortable to have their PC argue with another PC, precisely because there's a way of resolving it at the table which sees the game go on, rather than having everything grind to a halt due to this social issue with no straightforward resolution. In my Cortex+ Heroic game the PCs argue with one another from time to time, inflicting mental or emotional stress on one another (because some of the PCs have milestones which yield XP when this happens, some of the players are always on the lookout for a chance to do this). In my 4e game once, and in my Classic Traveller game more than once, I've used an impromptu social mechanic to resolve a seemingly interminable PC-vs-PC argument about what to do next - eg in Traveller I have each side roll, with a side that includes a noble, or a PC with Leader expertise, getting bonuses. The side that loses agrees to go along with the side that wins - at the table first and foremost, and therefore in the fiction also. [/QUOTE]
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