bug: Pages numbered correctly in books/core
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<link rel="stylesheet" href="/css/book-page.css">
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<link rel="stylesheet" href="/css/book-page.css">
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<h2>CONFLICT SCENES</h2>
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<p>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.</p>
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<p>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.</p>
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<h2>GAME RULES</h2>
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<p>Once all creatures have taken their actions, the round ends.</p>
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<h3>What might make for good conflicts:</h3>
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<h3>Determine which characters will actively take part in the conflict</h3>
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<ul>
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<li>A chase scene amidst the narrow city alleys.</li>
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<li>An infiltration scene where some of the characters sneak past enemy surveillance, perhaps while allies provide a useful distraction or cover operation.</li>
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<li>A skirmish between armed groups or a fight against a dangerous monster.</li>
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<li>A large-scale battle involving clashing armies from enemy kingdoms.</li>
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<li>A tense audience with a powerful figure.</li>
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<li>A duel between two ancient rivals.</li>
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<li>Everyone else will be treated as an extra and mostly fade into the background.</li>
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</ul>
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<h2>USING CONFLICTS</h2>
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<p>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!</p>
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<p>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.</p>
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<p>In general, aim for about one conflict scene every two hours of play.</p>
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<ol>
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<li>Discuss the goals of each participant. Player Characters should also declare which items they have equipped at the start of the conflict.</li>
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<li>The Game Master may declare the end of the conflict scene whenever they deem it appropriate. This generally happens when one side achieves their goal or objective, when all sides except one are unable or unwilling to continue, or when the various factions find an acceptable compromise.</li>
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<li><p><strong>The conflict is handled as a series of consecutive rounds:</strong> During each round, the Player Characters' side and the enemy side alternate taking turns, starting with one participant from the side who has the initiative.</p>
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<ul>
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<li>Each turn allows for a single action.</li>
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<li>You cannot choose to "pass" a turn.</li>
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<li>If one side outnumbers the other, keep alternating turns as long as possible, then let the side with the numerical advantage take the remaining turns towards the end of the round.</li>
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</ul>
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</li>
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<li>Player Characters perform a <code>{DEX + INS}</code> Initiative Group Check to determine which side acts first. The Difficulty Level for this Check equals the highest Initiative among their adversaries.</li>
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</ol>
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<h2>THE STRUCTURE OF A CONFLICT</h2>
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<p>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.</p>
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<p><strong>If the conflict continues, a new round begins:</strong> go back to step 5.</p>
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<p class="attribution">Philip Forlenza (Order #)</p>
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<ul>
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<li>If the Player Characters succeed, the first participant to act each round (see step 5) will be someone from their side. If they fail, the first participant to act during each round will be one of their foes.</li>
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</ul>
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<p>Philip Forlenza (Order #)</p>
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