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<blockquote data-quote="Manbearcat" data-source="post: 7636004" data-attributes="member: 6696971"><p>Can you explain more what you mean about not being sure about incentives? Not sure about incentives interfacing with the decision-tree in a moment of thematic choice? Incentives that push back against the impetus to establish a win condition for a scene/arc or create extra obstacles to that win condition in exchange for advancement? Something else?</p><p></p><p></p><p></p><p><strong>Paragraph 1 Response:</strong></p><p></p><p>That makes sense as Strike (!) is basically a mash-up of Burning Wheel (mostly Mouse Guard), D&D 4e, and Apocalypse World.</p><p></p><p>Making a PC outright "Lovestruck" (a <em>Condition </em>that must be resolved) in Strike (!) as a <em>Twist </em>without any prior setup would almost surely run afoul of GM authority. However, if a prior Conflict led to a <em>Complication </em>for a PC being captivated by an NPC, a <em>Twist With a Cost</em> result on another related Conflict could easily have the result be a "Lovestruck" <em>Condition</em>.</p><p></p><p><strong>Paragraph 2 Response:</strong></p><p></p><p>Regarding Dogs and romantic love, its something that isn't very often a thematic focus (due to Dogs being teen/early 20s virgins devoted to and trained for being priests/justicars of The Faith). Here is a quick excerpt of the only time it was relevant to a game I ran.</p><p></p><p>A PC from a troubled background had no family. Due to this, a young girl named Tess Olsen made his coat for him. Secretly, he was smitten by her and she by him. In character creation, he had the (complicating at 2d4) Relationship with her; "When my service is done, I'm going to marry Tess Olsen."</p><p></p><p>The game featured multiple conflicts that were just him reading her received letters while he was on the road, me playing her desperation and his lovesickness and him playing his resolve and sense of duty. My plays were basically him reading lines of the letter. His plays were his reflections/visceral reactions after reading a sentence or two.</p><p></p><p>The Fallout effects of these conflicts were usually under 8 (being only d4 early on and you sum the two highest) so just short term effects, typically just subtracting 1 from the PC's Acuity or Heart for the next conflict (but which fed back into these future conflicts...and then Reflection on the ride to the next town and attendant PC change).</p><p></p><p>However, the Relationship dice and size with her increased over time, and eventually led to an "Itchy Trigger-finger" Trait d6 and higher Fallout with an 8+ result in one of those "Letter Conflicts" which changed their relationship permanently. Eventually, he killed a man (an Idolater from the East who was soft-peddling paganism) in the street and it was related to that new Trait and short-term Fallout damage to his stats (forcing him to Escalate to guns).</p><p></p><p>The PC retired after that, disappearing during the night's camp, with a letter of regret left behind to his companions and a letter that he wished for them to give to Tess.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7636004, member: 6696971"] Can you explain more what you mean about not being sure about incentives? Not sure about incentives interfacing with the decision-tree in a moment of thematic choice? Incentives that push back against the impetus to establish a win condition for a scene/arc or create extra obstacles to that win condition in exchange for advancement? Something else? [B]Paragraph 1 Response:[/B] That makes sense as Strike (!) is basically a mash-up of Burning Wheel (mostly Mouse Guard), D&D 4e, and Apocalypse World. Making a PC outright "Lovestruck" (a [I]Condition [/I]that must be resolved) in Strike (!) as a [I]Twist [/I]without any prior setup would almost surely run afoul of GM authority. However, if a prior Conflict led to a [I]Complication [/I]for a PC being captivated by an NPC, a [I]Twist With a Cost[/I] result on another related Conflict could easily have the result be a "Lovestruck" [I]Condition[/I]. [B]Paragraph 2 Response:[/B] Regarding Dogs and romantic love, its something that isn't very often a thematic focus (due to Dogs being teen/early 20s virgins devoted to and trained for being priests/justicars of The Faith). Here is a quick excerpt of the only time it was relevant to a game I ran. A PC from a troubled background had no family. Due to this, a young girl named Tess Olsen made his coat for him. Secretly, he was smitten by her and she by him. In character creation, he had the (complicating at 2d4) Relationship with her; "When my service is done, I'm going to marry Tess Olsen." The game featured multiple conflicts that were just him reading her received letters while he was on the road, me playing her desperation and his lovesickness and him playing his resolve and sense of duty. My plays were basically him reading lines of the letter. His plays were his reflections/visceral reactions after reading a sentence or two. The Fallout effects of these conflicts were usually under 8 (being only d4 early on and you sum the two highest) so just short term effects, typically just subtracting 1 from the PC's Acuity or Heart for the next conflict (but which fed back into these future conflicts...and then Reflection on the ride to the next town and attendant PC change). However, the Relationship dice and size with her increased over time, and eventually led to an "Itchy Trigger-finger" Trait d6 and higher Fallout with an 8+ result in one of those "Letter Conflicts" which changed their relationship permanently. Eventually, he killed a man (an Idolater from the East who was soft-peddling paganism) in the street and it was related to that new Trait and short-term Fallout damage to his stats (forcing him to Escalate to guns). The PC retired after that, disappearing during the night's camp, with a letter of regret left behind to his companions and a letter that he wished for them to give to Tess. [/QUOTE]
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