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Torchbearer 2nd ed: first impressions
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<blockquote data-quote="Manbearcat" data-source="post: 8631770" data-attributes="member: 6696971"><p>So just to be clear, you can't change the GM's intent when you get a Twist into a Conflict.</p><p></p><p>The GM gets to choose the Conflict type. If I choose Kill Conflict, I've escalated to violence and that is that. If you want to diffuse the situation without killing your opposition, you're going to have to do it physically (via Fleeing or Capturing or Driving Off). After this conflict is over and you've changed the situation sufficiently (by winning the conflict), now you can dictate terms and parley (or whatever). Maybe you've retreated to a terrain position where I can't attack you. Maybe you have captured my guys. Whatever. Now you can dictate terms and parley or suss out if this is a cult and the leader is possessed and you want to perform an exorcism...again, whatever.</p><p></p><p>This is different than if you guys initiate the Conflict OR if I give you rights to establish the Conflict type on a Twist to Conflict. In that case, like when we did the Supernatural to Flee conflict in the first Adventure, if you guys decide you want to do something else halfway (like Fleeing instead of continuing a Bind/Abjure/Banish ritual), then > we resolve the round we're on > you suck up any concession you have to make due your disposition loss to this point relative to your total, and > we start a new conflict (like Flee).</p><p></p><p>But like anything else it has to be supported by prior play and the rules. If you've slaughtered my people and I want vengeance (eg I'm not a coward) or our Precedence differential yields insurmountable status, you can't just transition from (to use Dogs parlance) "guns" to "just talkin'."</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8631770, member: 6696971"] So just to be clear, you can't change the GM's intent when you get a Twist into a Conflict. The GM gets to choose the Conflict type. If I choose Kill Conflict, I've escalated to violence and that is that. If you want to diffuse the situation without killing your opposition, you're going to have to do it physically (via Fleeing or Capturing or Driving Off). After this conflict is over and you've changed the situation sufficiently (by winning the conflict), now you can dictate terms and parley (or whatever). Maybe you've retreated to a terrain position where I can't attack you. Maybe you have captured my guys. Whatever. Now you can dictate terms and parley or suss out if this is a cult and the leader is possessed and you want to perform an exorcism...again, whatever. This is different than if you guys initiate the Conflict OR if I give you rights to establish the Conflict type on a Twist to Conflict. In that case, like when we did the Supernatural to Flee conflict in the first Adventure, if you guys decide you want to do something else halfway (like Fleeing instead of continuing a Bind/Abjure/Banish ritual), then > we resolve the round we're on > you suck up any concession you have to make due your disposition loss to this point relative to your total, and > we start a new conflict (like Flee). But like anything else it has to be supported by prior play and the rules. If you've slaughtered my people and I want vengeance (eg I'm not a coward) or our Precedence differential yields insurmountable status, you can't just transition from (to use Dogs parlance) "guns" to "just talkin'." [/QUOTE]
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