Dilemma

From AF wiki
Revision as of 06:54, 21 July 2014 by Frameworker (Talk | contribs)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Romantic Knots
Romances aren't desired by every player, so don't feel like you have to invest in a romance if it isn't something that interests you. On the other hand, romances offer unique role-playing opportunities like dilemmas do, and can be very memorable and rewarding. A romance doesn't have to be chaotic and tragic, but it's more interesting for everyone if it is.

When you set a love for your character and become involved in romances, don't try to set at the beginning who your character will end up in a union with at the end. If that's the only resolution that will please you, then you should discuss it with the referee and start with the union as though the entire romance had played out without tragedy. If you are open other possibilities though, a romance can be very engaging.

Your first love will probably be a personality that you create. You might even create multiple personalities with interlocking loves and foes to form a knot that must be untied before any romances can succeed without tragedy. Involving other players in the knot can make it truly difficult (and entertaining), and give more opportunities to mix up the know with tragedies between gaining loyalty. Inserting a dilemma into the proceedings can also prompt the loyalty change that will spark a new round of embraces. A good rule of thumb is to envision a perfect mate for your character, and then make absolutely certain that person isn't really perfect will never be the final union. Then seize opportunities with other individuals that spin out of that starting point.

Most of the role-playing comes in initiating or reacting to the invitation to an embrace. The default assumption is that once an embrace succeeds a "fade to black..." occurs. Rare groups of players may find it desirable to go farther, but if you do it is strongly recommended you use John Stavropoulos' "X-Card" technique to make sure no one is uncomfortable. (In brief, put a card with an X on it on the table. If anyone taps or lifts it everyone agrees to drop what was happening and move on without having to explain why.) Not only does this technique help everyone remain in the game, it also makes it easier to push some envelopes.

A dilemma is a hard personal choice for your character. A dilemma is an opportunity to really play the role of your character, and to explore just who that character is when pressed. Usually there is no check involved, but there is always a consequence to the game world and the characters making the choice. Don't mistake every difficult decision for a dilemma though, a dilemma has a weight that sets it apart. A good rule of thumb is if you can easily guess what decision the players will make, then it's just a decision and not a dilemma.

Dilemma Design

A well designed dilemma will have two roughly equal choices. Each choice will offer a mixture of positive and negative consequences, and it's up to you to choose which your character believes is the lesser of two evils. Your choice won't just affect you, but also a small group of people you care about, or a large group of other people. It is key that the consequences of your choice are clear, there may be minor surprises but nothing that should undermine the original selection. Not every dilemma will be optimal. Many will have more than two choices, or not every choice may be equally viable, and some will seem easy, with the entire band agreeing that one option is better. Even a lopsided dilemma may surprise you with what everyone chooses and why. Likewise if the players find or create a new option that diffuses the original choices, don't try to force the first dilemma. Embrace the new creative solution for what it is and reward it appropriately.

Dilemma Consequences

It is essential to incorporate the consequences of the choice made. Be prepared to do this regardless of the choice made. Usually there is an immediate effect, but the most memorable dilemmas have ripples that are referenced much later. Not every consequence has to be dramatic or mechanical to work. Just meeting someone affected by the decision and whether it made their life better or worse can have significant impact. The more an early dilemma choice is referenced and reinforced, the greater the weight later changes will have.

Dilemma Loyalty

Dilemmas are tied into Loyalty in a very specific way. Each choice should be tagged with one of the available loyalties. If you select a choice tagged with one of your loyalties then you gain a bubble. However if you select any other choice then you lose a bubble. Since this is a consequence of your decision you should be fully aware of the loyalty effects before you choose. This choice affects the entire band, members may not choose to not participate to avoid consequences the consequences of a decision when the loyalties of different band members conflict. Note also that it is entirely possible for a dilemma to force you to choose between your own two loyalties.

Dilemma Escalation

Over time characters will develop strong loyalties and personalities, to the point where it starts to become easier to predict the choices they will make. Once this happens the choices and tagged loyalties they skew towards should be made less and less appealing. Either the negative consequences should be enhanced or the positive consequences become more fleeting and philosophical each time. This isn't just to make the dilemma's harder, but rather to find out just where the line is that the character won't cross.

Mixing Dilemmas

It's possible to mix a dilemma with other encounter types, or choices may start different encounters or only be available based on encounter results. In a battle you could face a dilemma of which side to choose if any, or how to treat a captured antagonist. A dispute can be about a dilemma if the band can't agree how to resolve it, or if they need to convince other personalities to accept the decision.

Example

Rebels against a tyrant begin to murder innocent people to prove the tyrant is weak, and they plan to continue doing so. The tyrant has discovered the rebel's location and is planning an assault that will wipe them out...plus dozens of innocents in the same area. Do you save the rebels but become an accomplices to their future murders? Or do you take them out yourself, sparing the collateral damage but doing the tyrant's dirty work for him? Which is more important to you, Liberty (fighting the tyrant) or Justice (saving the innocents)?


Version 2.5.0
©2014 Frameworks Games

This is outdated content. Update Needed!