EzekielRaiden
Follower of the Way
I don't understand how this computes. Why does "defeating the enemy efficiently and effectively" lead to, in your emphasis, determining how the character will change? Are you using a single, consistent sense of "conflict" here, or are you using two different senses? Because it very much sounds to me like this is two very different senses of the word "conflict." One is a matter of violence and survival. The other seems to be an internal struggle to come to a decision, an internal confusion or lack of commitment due to incommensurate and incompatible desires.Ok, but like… What if, you want the concern of “how can my character win this conflict?” to be one of the factors which determines “how will this conflict change my character?”
This is not to say that "I want violence and survival to be one of the things I am struggling to decide about." You can totally do that. But that would mean that the second sense of conflict, coming to a decision about what actually matters to you, is the one you really care about, and the other sense of conflict, survival in the face of violent dangers, is merely cared about for its instrumental value.
Perhaps a better way to phrase the above. Call the first question A, and the second question B (simply to save space.) Let's say you're afforded an opportunity where you are absolutely, 100% certain you could get situations asking A in a satisfactory way, but which would be completely irrelevant to B, OR situations asking B in a likewise satisfactory way but which would contain no amount of A whatsoever, which would you choose?
There's nothing wrong with that, but that very much sounds like what ultimately interests you (a word you took umbrage with before...) is finding out what your character would do when faced with various situations, which might include physical violent combat, but it wouldn't have to. Is that correct?What if you want winning to be one of many competing agendas that form the crucible in which your character is forged?
Then it sounds to me like your friend is either looking for "High Concept Simulation" (what I call "Conceit and Emulation") or "Narrativist" (what I call "Values and Issues"), they just prefer it to be fairly crunchy in the doing. Handwavy abstract mechanics seem to bore (or at least fail to excite) them; they want consequences with "teeth" as it were. They want more than just descriptions of the ways various things affect their characters; they want the actual mechanics themselves to mediate and deliver those costs.What if you feel like just deciding how the conflict will change your character (whether by whim or by some game mechanic) cheapens it, and what you really want is to experience the same push and pull of conflicting desires as the character would, which requires intrinsic and extrinsic rewards and consequences that can serve as proxies or analogues for the factors influencing the character’s own internal conflict?
You know, hypothetically. Asking for a friend.
I don't have a broad enough knowledge base to tell your friend what game might serve their interests very specifically. However, it seems very likely that your friend would like 4e and 13th Age are very probable options. While they are very much designed to serve "Gamist" (what I call "Score and Achievement") design goals, they both have some baked-in Narrativist/"Story Now"/"Values and Issues" superstructure that seems like it would deliver the kind of "dilemmas-with-teeth" your friend seems to desire.
Others would be better at explaining exactly how 4e (and, IMO, 13th Age) pull off such things.