Conflict Resolution

Conflict Resolution is all about how to work out who's the winner in a conflict. Note that descriptors include written character description and spoken character actions.

There's several resolution systems available for use in Accord:

Democratic

The democratic resolution method is best suited for important decisions that are made infrequently. For example, deciding to end the game or not, changing genre, setting or mood, and so on. Use this resolution method when the group is unable to form an accord.

The group should decide on two or more acceptable outcomes and clearly describe these outcomes so that each player knows what all the outcomes are. Then each player votes for the outcomes, writing their vote on a small slip of paper, and placing that vote in a communal ballot box. After all votes are made, then one player counts the votes. The outcome with the most votes is implemented by the players. Those players unable to cope with this decision should leave the accord.


Dramatic

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Dramatic resolution is used when the needs of the plot outweigh the actions of the characters involved in the conflict.

The players involved just decide which character is the winner of the conflict, based on which outcome is the most dramatic and suits the sensibilities of the players and the plot. For example, Alphonse is arm wrestling Amaya. Alphonse wins, because both Alphonse and Amaya's players agree that this is the outcome that best suits the plot. Both players could equally as well have agreed that Amaya won the arm wrestling, or that the arm wrestling was a tie, depending upon the needs of the players, not the character description.

Karmic

Karmic resolution is used in situation where the strongest should always win. If this is not the case, choose a Fortune resolution method.

Sum appropriate positive and negative descriptors on each side of the conflict, then compare them. The highest total wins the conflict for their side. If the totals are equal, then a tie is the result of the conflict. The difference between the totals is the degree of success.

For example, Alphonse, who's very strong, is arm wrestling Amaya, who's strong. Alphonse has two appropriate descriptors, which are “very” and “strong”, while Amaya has only one appropriate descriptor, “strong”, so Alphonse wins as two appropriate descriptors are more than one appropriate descriptor. As there is only one difference between the two totals, Alphonse just won the conflict.

Another example, Antony, who's very, very weak, foolishly challenges Alphonse to an arm wrestling match. Antony has three negative descriptors, “very”, “very” and “weak”, versus Alphonse's two positive descriptors, “very” and “strong”, so Alphonse wins easily with five difference as the degree of success.

Degrees of success can treated as degrees of injury in combat, degrees of humilation in an insult match, degrees of distance in a race and so on.

Fortune

There's several varieties of Fortune resolution methods depending upon the situation:

Gradual Revelation with Sequential Resolution

This conflict resolution method is best suited to a dramatic conflict between significant characters. It best matches tense back and forth conflicts as found in movies and so on. It also suits settings and genres where it's beneficial to hide one's weak points, and it's a good idea to research an opponent's weak points. This method requires one D6 per character involved in the conflict.

Each side of the conflict rolls D6. Highest D6 roll wins the contest for that side. But, by revealing one positive descriptor or strength that's applicable to the contest, that side may reroll their D6; their former dice roll is ignored. And by revealing one negative descriptor or weakness of an opponent that's applicable to the contest, that side forces the opponent to reroll their D6; their previous dice roll is ignored. But, if the weakness is incorrect, the side with the incorrect revelation must roll another D6 and use the worst of new roll or the old roll.

These processes can repeat until all sides have run out of appropriate descriptors, or are unwilling to force a reroll. Again, highest D6 roll wins the contest for that side. If the dice are equal, the contest is a tie. The degree of success is the difference between the final two dice rolls.

For example, Alphonse, who's very strong arm, arm wrestles Amaya who's strong. Both players roll 1D6 each, with Alphonse getting 3 and Amaya getting 5. Alphonse's player wants to win the contest, saying, “Alphonse is strong”, and rolls again, getting 6. Amaya's player doesn't want to loose either, and so says, “Amaya is strong, too!”. and rolls again, getting a 4. Still not wanting to loose, Amaya reveals, “Alphonse has a old war injury.” Alphonse's player reluctantly admits this is in Alphonse's hidden description and rerolls the 1D6, getting 1. Then Alphonse's player reveals, “Alphonse is very strong” and rolls again, getting 2. In desparation, Alphonse's player reveals, “Amaya's afraid of spiders!” and points to a nearby spider dangling by Amaya. But Amaya isn't afraid of spiders, so Alphonse is forced to reroll and pick the worst, ending up with 2. Evidently the pain of the old war injury proved too much for Alphonse to bear at this time, with Amaya winning the arm wrestling contest with two degrees of success.

Alternative Outcomes Player Resolution

This conflict resolution method is best suited for players rolling dice only versus insignificant opposition. This method requires two D6, each of different colours (Azure and Aquamarine are nice choices), and three times the number of other players in tokens (poker chips, buttons, pocket change are all suitable). So if five players are playing, each player has two D6 and 3 × 4 (other players) = 12 tokens.

Initially, the player describes two outcomes, the first is the outcome that is in accord with the character's intent, while the second is the outcome that is adverse to the character's intent. Then the player rolls the two D6, one D6 is called the Accord D6, and the second D6 is another colour and called the Adverse D6. The Accord action takes place if the Accord D6 is higher than the Adverse D6 and the Adverse action takes place if the Adverse D6 is higher than the Accord D6.

If the character doesn't have at least one descriptor that supports the action, the Adverse D6 wins on ties with the Accord D6. If the character has at least one descriptor that supports the action, the Accord D6 wins on ties with the Adverse D6.

If the character has two or more descriptors that support the action, the player can reroll the Accord or Adverse D6, once for every extra supporting descriptor the character has. Note that appropriate roleplaying action that adds more descriptors will also allow this. For example, the player stating that the character is taking more care and more time, would allow a reroll.

The play can spend a token from their pool of tokens to reroll one of their dice (either Accord or Adverse, but not both!), or another player's dice, during their turn. If the token is spent to affect another player's dice, that player gets to keep the spent token. If the token is spent to affect the player's own dice, the spent token is placed in a communal pool. The communal pool can be spent by other places to reflect the friction of the game setting, and general good or bad luck, by forcing rerolls of player's Accord or Adverse D6.

Dueling Resolution

One way is for the player to roll 1D6 for the opposition/foe/difficulty and 1D6 for the character, then make re-rolls based on the character's strengths and flaws, and knowledge of the foe's weak points. Highest dice roll wins the contest for that side. Note that the GM doesn't have to specify TNs, or has to roll. The player does the rolling. This greatly improves speed of play in an encounter of PC party versus a mass of insignificant opponents. This mechanic is like Silhouette in a way, yet avoids rolling as many dice.

Another way, which I've worked out this morning, is for cinematic dueling, where a drawn out, intensively described combat sequence is important. Caution! This could be complete rubbish, as I've only just thought of it and haven't even tried it out myself. So beware! It's loosely based on Jared's Fortune at the Begining mechanic for LotR (on the Forge memento-mori forum IIRC), mixed with work from my S dueling system.

Players roll a D6 for each combat skill, movement and dodge, along with one or more D6 for their foe/s combat skill, movement, and dodge. This assumes that the PC and the foe is competent in these skills. If not skilled in one or more of these skills, then no D6 is rolled for the skill. Players match up their dice to the opponent's dice, again, highest roll wins the contest. Noticably more skill allows a reroll of the appropriate D6, after dice are matched up. If two players are opposing, they each pick a dice and declare an area, and allow opponent player to pick a dice to oppose, then the opponent picks a dice and declares an area. If order is important to players, roll a speed/initiative contest. Fait Accompli can be spent or gained to gain success or failure as appropriate for PC style. Those rolls which result in a hit, roll a simple contest of weapon or unarmed combat damage versus toughness or armour, to determine whether the hit result is a scratch, wound, or incapacitation/unconsciousness.

With PC versus PC or significant GM-controlled character, the player/s involved only roll dice for their character; the opposing PC or GM-controlled character rolls dice for their character.

If combat doesn't result in incapacitation for one side, repeat the above process. The sequence above represents a flurry of blows by both sides at once. It's easily possible for both side to kill each other at once.

I don't know how to model parry/riposte or feint/strike yet. I also haven't play tested it yet. Maybe later today…


To the Core.