44 lines
1.9 KiB
HTML
44 lines
1.9 KiB
HTML
<h1>Conflict Scenes</h1>
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<p>
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When the story gets to a climax, when the stakes are high and when every split
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second can make a difference, a conflict scene begins. A conflict is a series
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of back-and-forth exchanges at a rapid pace. You have no doubt encountered
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something like this in movies and TV series: time slows down and the camera
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zooms in on every single action.
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</p>
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<p>All of the following might make for good conflicts:</p>
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<ul>
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<li>A chase scene amidst the narrow city alleys.</li>
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<li>
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An infiltration scene where some of the characters sneak past enemy
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surveillance, perhaps while allies provide a useful distraction or cover
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operation.
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</li>
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<li>
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A skirmish between armed groups or a fight against a dangerous monster.
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</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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</ul>
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<h2>USING CONFLICTS</h2>
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<p>
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As with any other scene, the Game Master is responsible for declaring the
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beginning and end of conflicts. The ability to properly time conflicts is
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something that can only be developed by playing the game. Draw inspiration
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from how videogames, movies, and comics handle pacing — consuming a variety of
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different media can really help keep things fresh!
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</p>
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<p>
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Something you should never forget is that you are not bound to use conflict
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rules for every battle, chase or debate — instead, you should save them for
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truly dramatic situations. Checks and Clocks will often be more than enough to
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resolve a scene, without the added complexity of conflict rules. In general,
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aim for about one conflict scene every two hours of play.
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</p>
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<h2>THE STRUCTURE OF A CONFLICT</h2>
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The flowchart on the right illustrates all the main steps of a conflict scene.
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Each step will be explained in greater detail over the course of this section.
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