I keep getting told that can be done but no explanation of what actually doing any of this looks like in the scenario I described.
Players are both around safe.
1. Who makes the first move?
2. The first player wants to open the safe and find incriminating evidence of his arch nemesis. What move does he make?
3. Does that move resolve to completion with out player B being able to offer any input? Or does player B get to interrupt the move or declare his own move before it’s resolved?
3b. In what order are moves resolved? Is there the streetwise or battle of wits resolution first and then the player that wins that gets first crack at the safe? Or does it work in a different order?
This situation could come up in Blades in the Dark (though it hasn't yet in any of the...8...games I've run?). The game has safes. It has incriminating documents. It has a Crew filled with PCs with converging and diverging agendas. And each PC has an Enemy!
Here is what Harper has to say on the matter:
PC vs. PC
Situations may arise in play in which two or more PCs come into conflict. How do you deal with this? In general, the rules for PC vs. PC action are the same as the rules for PC vs. NPC action. It’s still action rolls, resistance rolls, fortune rolls; effects and consequences; and resolution into a new situation. But it’s a good idea to follow some guidelines when it comes to PC vs. PC conflict.
1.
Pause the game. When a PC comes into conflict with another PC, pause the game. It’s a time-out in the fictional space, while the players talk things through. Don’t be in a big rush to roll dice. Slow everything way down. This isn’t a “who talks first wins” situation (and especially not “who talks more or loudest”).
“Who goes first?” is sometimes the question players fixate on, especially if things are about to get violent. Usually, the answer is clear from the situation: someone has the initiative and someone else is reacting. If it isn’t clear, you can make fortune rolls—each player rolls an action rating and you compare the results.
2.
Agree to the resolution methods. Talk it through, figure out the rolls, and discuss the consequences at stake. Don’t try to resolve the situation until everyone agrees to the methods you’re about to use. If you have an objection or an alternate idea, speak up! If the players can’t agree to a method, then you’re deadlocked. You can’t proceed without everyone’s consent, so this conflict just isn’t going to happen. Maybe the PCs get in each other’s faces and act like they’re going to tangle, but then, nope... it fizzles and they back off. This happens in fiction a lot, and it’s okay if it happens in the game.
It’s a good idea to ask each other questions to help establish the resolution, rather than trying to impose your will. You might ask, “Can Vale be Swayed here? What would it take?” or, “Is Jewel within reach if I draw my sword now and attack?” or, “How vicious is Cyr going to be? Do you really want to hurt me?”
3.
Abide by the results. Once you’ve agreed to the methods, then follow them through and abide by the outcomes. You can roll resistance to avoid bad results, as usual, so don’t try to weasel out of it some other way if things don’t turn out the way you hoped.
Note that this is not a “player vs. player” system. When characters come into conflict, the players must still collaborate and make judgment calls together, as usual. Conflicts between players are outside the scope of the game; they can’t be resolved with the dice rolls and mechanics of Blades in the Dark. If the players—not their characters—are in conflict, you’ll have to work it out using social methods, then return to the game when it’s resolved. Don’t try to use the game as a way to dodge or replace a normal social interaction to resolve person-to-person conflict.
I've had players with divergent goals in a Free Play/Info Gathering and in situations mid-Score. Differences of approach in social conflicts (befriending vs threatening/cowing). Differences in orientation to collateral damage in shootouts or demolition (people or locales or exposure). Differences of approach in dealing with the supernatural (pressing a "candy red button" vs definitely not no thank you). Differences in course charted in a Transport Score.
I think those are all the ones I've encountered. Every time we've resolved through the means above, sometimes bringing in relevant elements of PC build (eg the Lurk has a feature called
Reflexes where you always act first if there is ever a question and the Leech has a feature called
Ghost Ward that repels spirits when you Wreck with arcane substances...those were involved in both of those PC vs PC moments above).
So if the safe thing were to come up, we'd resolve it in Blades via the above order of operations. Easy peasy lemon squeezy.