# Conflict Scenes

When the story gets to a climax, when the stakes are high and when every split second can make a difference, a conflict scene begins. A conflict is a series of back-and-forth exchanges at a rapid pace. You have no doubt encountered something like this in movies and TV series: time slows down and the camera zooms in on every single action.

All of the following might make for good conflicts:

- A chase scene amidst the narrow city alleys.
- An infiltration scene where some of the characters sneak past enemy surveillance, perhaps while allies provide a useful distraction or cover operation.
- A skirmish between armed groups or a fight against a dangerous monster.
- A large-scale battle involving clashing armies from enemy kingdoms.
- A tense audience with a powerful figure.
- A duel between two ancient rivals.

## USING CONFLICTS

As with any other scene, the Game Master is responsible for declaring the beginning and end of conflicts. The ability to properly time conflicts is something that can only be developed by playing the game. Draw inspiration from how videogames, movies, and comics handle pacing — consuming a variety of different media can really help keep things fresh!

Something you should never forget is that you are not bound to use conflict rules for every battle, chase or debate — instead, you should save them for truly dramatic situations. Checks and Clocks will often be more than enough to resolve a scene, without the added complexity of conflict rules. In general, aim for about one conflict scene every two hours of play.

## THE STRUCTURE OF A CONFLICT

The flowchart on the right illustrates all the main steps of a conflict scene. Each step will be explained in greater detail over the course of this section.