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Non choices: must have and wants why someone that hates something must take it
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<blockquote data-quote="Manbearcat" data-source="post: 6263391" data-attributes="member: 6696971"><p>I was primarily thinking of Dogs in the Vineyard where conflict has direct Fallout (such as the attainment of a new trait, tool, relationship, the attainment of a new one, or gaining of a new complication - if things go wrong). With MHRP (Cortex +), progression is by proxy of the Milestone XP system; get aggregate XP for attainment of these story goals and cash them in (conceptually somewhat similar to Dungeon World). However, there is temporary, intra-conflict progression with the plot point economy (I think that is what you're thinking of). </p><p></p><p> Other games, can get the equivalent of XP when using specific dice in conflicts or failing tasks. You can also carry victories with dice rolling over from one conflict to the next (its equivalent of progression) or by gaining temporary assets from transition scene efforts and spent resources (akin to when a spellcaster scribes a scroll in D&D or someone purchases a useful, perishable tool or enchantment).</p><p></p><p>I just thought something like DitV conflict resolution models precisely what you were speaking of; An dynamic conflict-oriented character progression where stakes are clearly explicated at the outset "Do I master the Grimoire...or does it master me?..." The GM takes the opposing side and plays that (such as "The Grimoire's Reluctance to Give Up Its Secrets"). The player and GM both roll their respective, applicable dice pools and use their dice to Raise and See the Raise (etc), the narrative evolves with the back-and-forth, until one side has insufficient dice to continue the conflict (or they give-in) and we find out the outcome of the stakes of the conflict.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6263391, member: 6696971"] I was primarily thinking of Dogs in the Vineyard where conflict has direct Fallout (such as the attainment of a new trait, tool, relationship, the attainment of a new one, or gaining of a new complication - if things go wrong). With MHRP (Cortex +), progression is by proxy of the Milestone XP system; get aggregate XP for attainment of these story goals and cash them in (conceptually somewhat similar to Dungeon World). However, there is temporary, intra-conflict progression with the plot point economy (I think that is what you're thinking of). Other games, can get the equivalent of XP when using specific dice in conflicts or failing tasks. You can also carry victories with dice rolling over from one conflict to the next (its equivalent of progression) or by gaining temporary assets from transition scene efforts and spent resources (akin to when a spellcaster scribes a scroll in D&D or someone purchases a useful, perishable tool or enchantment). I just thought something like DitV conflict resolution models precisely what you were speaking of; An dynamic conflict-oriented character progression where stakes are clearly explicated at the outset "Do I master the Grimoire...or does it master me?..." The GM takes the opposing side and plays that (such as "The Grimoire's Reluctance to Give Up Its Secrets"). The player and GM both roll their respective, applicable dice pools and use their dice to Raise and See the Raise (etc), the narrative evolves with the back-and-forth, until one side has insufficient dice to continue the conflict (or they give-in) and we find out the outcome of the stakes of the conflict. [/QUOTE]
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