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<blockquote data-quote="chaochou" data-source="post: 6043839" data-attributes="member: 99817"><p>Here's a very Herowars way of running what it calls an 'extended conflict':</p><p></p><p>Frame the goals of the group and the obstacle stopping them. Nominate a leader from the group to pick a primary skill to defeat the obstacle. Give the group poker chips equal to that skill.</p><p></p><p>Give the obstacle a difficulty (and this many chips) and some skills. These skills can be abstract.</p><p></p><p>Each 'round' one member of the group can say what they are doing to try to achieve their goal. They bid a number of their groups chips to do that. If they do something very safe its a small bid. If they do something risky its a large bid. Roll off against each other using an appropriate skill on either side. Winner loses chips equal to the bid.</p><p></p><p>Then the obstacle gets to do something, bid chips and theres another roll off. Group and obstacle alternate until someone runs out of chips.</p><p></p><p>So the party wants to get from A to B across 50 miles of rough terrain. The rough terrain can have Difficulty 12 and Skills like: Deprive People of Food 12, Cause Exhaustion 9, Pack of Wolves 7, Go Round in Circles 10, Dense Fog 6.</p><p></p><p>Admittedly, getting from A to B isn't very interesting. There's not much at stake. But if you have stakes like 'Get from A to B before the Coronation', now you've got an abstract conflict system which tells you how that succeeds or fails.</p><p></p><p>Note that the pack of wolves don't fight the party in combat rounds. You don't drop down into combat. The GM can say 'You're stalked by wolves' and bid 2 or 'You're attacked by wolves' and bid 6. Either way it's a simple roll between Pack of Wolves (+7) vs a player skill (say to hit +9) to produce an outcome.</p><p></p><p>What I don't know in this method is how D&D magic fits in (magic in HW being very different). I suspect at low levels it would be fine, but higher up the power of D&D spells to simply rewrite the situation becomes too powerful to cope with, even in an abstract way.</p></blockquote><p></p>
[QUOTE="chaochou, post: 6043839, member: 99817"] Here's a very Herowars way of running what it calls an 'extended conflict': Frame the goals of the group and the obstacle stopping them. Nominate a leader from the group to pick a primary skill to defeat the obstacle. Give the group poker chips equal to that skill. Give the obstacle a difficulty (and this many chips) and some skills. These skills can be abstract. Each 'round' one member of the group can say what they are doing to try to achieve their goal. They bid a number of their groups chips to do that. If they do something very safe its a small bid. If they do something risky its a large bid. Roll off against each other using an appropriate skill on either side. Winner loses chips equal to the bid. Then the obstacle gets to do something, bid chips and theres another roll off. Group and obstacle alternate until someone runs out of chips. So the party wants to get from A to B across 50 miles of rough terrain. The rough terrain can have Difficulty 12 and Skills like: Deprive People of Food 12, Cause Exhaustion 9, Pack of Wolves 7, Go Round in Circles 10, Dense Fog 6. Admittedly, getting from A to B isn't very interesting. There's not much at stake. But if you have stakes like 'Get from A to B before the Coronation', now you've got an abstract conflict system which tells you how that succeeds or fails. Note that the pack of wolves don't fight the party in combat rounds. You don't drop down into combat. The GM can say 'You're stalked by wolves' and bid 2 or 'You're attacked by wolves' and bid 6. Either way it's a simple roll between Pack of Wolves (+7) vs a player skill (say to hit +9) to produce an outcome. What I don't know in this method is how D&D magic fits in (magic in HW being very different). I suspect at low levels it would be fine, but higher up the power of D&D spells to simply rewrite the situation becomes too powerful to cope with, even in an abstract way. [/QUOTE]
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