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<h2>CONFLICT SCENES</h2>
<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>
<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>
<h3>What might make for good conflicts:</h3>
<ul>
<li>A chase scene amidst the narrow city alleys.</li>
<li>
An infiltration scene where some of the characters sneak past enemy
surveillance, perhaps while allies provide a useful distraction or cover
operation.
</li>
<li>
A skirmish between armed groups or a fight against a dangerous monster.
</li>
<li>A large-scale battle involving clashing armies from enemy kingdoms.</li>
<li>A tense audience with a powerful figure.</li>
<li>A duel between two ancient rivals.</li>
</ul>
<h2>USING CONFLICTS</h2>
<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>
<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>
<p>In general, aim for about one conflict scene every two hours of play.</p>
<h2>THE STRUCTURE OF A CONFLICT</h2>
<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>
<p class="attribution">Philip Forlenza (Order #)</p>