The Strategy,
Risk &This is a simultaneous action resolution system or to be more acurate actions designed to counter or prevent or interfere with your opponents action resolve simultaneous to the action they are modifying. At some level in personal conflict this includes all actions . Player versus Player and mass conflict methods require
special attention in particular I am thinking of cards used to record and conceal strategies and resolutions.Story Guide : Decide on the adversaries and supporting casts plans of
action first, you could use
dice to decide this.
Complex tables could allow npc's style to be
presented in action, and speed the process when the Story Guides brain is
feeling burnt, but canned action descriptions can also deaden the flavor.
Elements of the player versus player method will probably
be needed to allow the actions of many storyguide characters to be remembered
and in order to maintain the SG objectivity, specifically the use of cards.
- Harming their opponent this round?
- Forcing a loss of their opponents position?
- Gaining position to Attack for next round? typical of defensive maneuvers
- Gaining position to Flee next round? also typical of defensive maneuvers
Story Guide : Have the players describe their characters actions.
Players: Describe your characters actions/plan of action... in narrative
terms (lots of adverbs please). One of the differences in this system from
many others is that in some ways it is less important what your character
is doing than in how he does it. Vivid descriptions come in handy here,
and story guides may grant special bonuses to actions who description is
interesting. Even waiting and seeing what an opponent appears to be doing
is an action.
Story Guide: Analyze each players action description according to the same parameters as above
Story Guide : Use the action descriptions to resolve the conflict. The sum of the riskiness of each party is of benefit to both parties and the winning strategy gets its own additional reward, Strategic Success ( direct - defeats - fake - defeats - responsive - defeats direct ) . Difficulty of the action (opponents baseline defense/offense?) is Subtracted from each users ability and modified by strategy and the sum of the risks. Sacrifice moves automatically cause loss of position during the characters next action to increase your potential results/decrease your opponents results during this action.
Partial Example using FUDGE stats use below as the base result of opposed
actions...
winning strategy gains 1 rank of effectiveness loosing strategy looses 1 (this can be increased to 2 ranks or so depending on how heavy you want the decisions to have influence) Ability Advantage between combatants modifies this further... Moves which are explicitly a defense further subtract their result from the opponents base result. |
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bladed attacks cause damage equal to the base effectiveness spiked are -1 but cause imbalance as one rank better blunt weapons -2 but cause imbalance/loss of position as two ranks better. soft weapons are an additional -1. two handed weapons are treated as 1 extra level of risk, increasing offensive results for both combatants. |
Story Guide: describe the results of each non conflicted action, followed by the results of each pair of conflicting actions.
In player versus player combat you will somehow need to be able to simultaneously reveal
risk, strategy
and intent.
One method might be to write down a description of your moves resolution
and describe its initiation verbally.
A more handy thing might be to mark up cards with these elements and combine them
face down.
Revealing them during resolution in order Risk Strategy and Intent you can
verbally describe them as they
are revealed
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Strategy - Direct Strategy - Responsive Strategy - Fake/Fancy |
Risk - Very Risky Risk - Agressive Risk - Balanced Risk - Cautious Risk - Defensive Sacrifice (increase ability this round
by risk |
Intent - Harm Intent - Force Loss Intent - Gain Attack Position Intent - Gain Defense Position |