Difference between revisions of "Dispute"

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{{Character Types}}
 
{{Character Types}}
 
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A dispute is a passionate or reasoned argument of words rather than action. Disputes are usually encounters, and may even be mixed with an infiltration or a battle. A dispute may result from a [[dilemma]], or lead to a [[chase]] if it goes poorly enough. A dispute will focus around two possible courses of action to be taken after the dispute, called '''intents'''. The safer, easier, or more established intent is always labeled the '''conventional''' intent, and the other then becomes the '''radical''' intent. A dispute requires that you convince an audience to join one intent or the other, and the intent with the highest '''prestige''' will be the course of action followed.
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A dispute is a battle of words rather than actions. Disputes are usually encounters, and may be mixed with other encounter modes. A dispute may result from a [[dilemma]] or from a major decision that requires cooperation from denizens. When a dispute starts it is between two conflicting individuals, each with a '''platform'''. The referee will determine if a platform has any properties, and then reflex is dealt normally. As a dispute progresses more platforms may be added, and each side will either build up their own platform or tear down opposing platforms. A dispute ends when either a '''reckoning''' target is reached, or the '''tension''' threshold is broken. The reckoning target is either half the number of individuals present, or the highest amount of wits present, whichever is greater. The tension threshold is 3 unless faults, abilities, or conditions change it.
  
==Intent==
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==Platform==
During a dispute you argue for either the conventional intent or the radical intent. Just exactly what the intents represent is negotiated before the dispute starts, and each should convey a clear path of action (or inaction) for those who choose it. Joining an intent means the individual really believes that course is correct. When a dispute is resolved the intent with the most prestige will follow that path of action. Believers in the other intent may either participate in the action, refuse to act, or escalate the dispute into a battle. Sometimes the two choices will have characteristics of both intents, in which case the referee makes the call as to which will be which. The only real distinction between the two intents is what outside force is more likely to help sway people.
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When a dispute starts there are at least two active platforms. A platform is an intended course of action, and it should be clear what everyone present will commit to doing if that platform wins. Once a platform is defined the referee will assign it one or more properties:
*'''Conventional''': The conventional choice should be safer, more supported by procedure and common sense, and more logical. Assisted by '''stature'''.
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*'''Conventional''': Safer, associated with tradition, logic, and common sense. A conventional platform gains a bonus (+2) on all checks if the individual with the highest [[status]] present supports it. If there is a tie in status then no bonus is gained.
*'''Radical''': The radical choice should be more uncertain, more unprecedented, and more passionate. Assisted by '''intoxicant'''.
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*'''Radical''': Dangerous, associated with passion, surprise, and risk. All defenses against a radical platform suffer a penalty (-2) if [[intoxicant]]s are present.
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*'''Questionable''': Absurd, hard to explain, or seemingly doomed to failure. A questionable platform suffers a penalty (-2) on all checks. Note that [[deceive]] might add or remove this property from a platform.
  
==Join==
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==Participation==
You can use a [[convince]] action (a [[negotiate]] check) to either join an intent yourself, or to persuade others to join your current intent. You can't make someone join an intent that you aren't in. Each intent has a leader, called the '''speaker'''. The speaker is the individual within the intent with the highest [[grit]]. If two individuals have the same grit then the first one to join becomes the speaker. If the current speaker's grit drops below another's then the speaker role is immediately reassigned. The speaker defines the course of action for those that join the intent, and essentially everyone in the intent after a successful dispute counts as a follower for the rest of a crisis. When a member of the intent suffers convince the speaker may decide whether to allow the member to stay (losing an appropriate number of audience) or to eject the member from the intent and all convince clings only to the target.
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Once a dispute starts you may be an active participant, a passive observer, or leave (if you can). You are only bound by the result if you are present, so leaving can be a way to avoid acting on a platform you don't wish to. Denizens will default to observers. Personalities may be observers or participants depending on their personal stakes. The most useful actions in a dispute are:
 
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*[[Convince]]: Use a [[negotiate]] social attack on an observer. Any sway you roll adds to the platform of your choice instead of its normal effect.
==New Intents==
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*[[Taunt]]: Use a [[perform]] social attack on an opponent. Any sway you roll is subtracted from the target's platform instead of its normal effect.
Before a dispute starts the intents and speakers should be set. If there were more than two possible choices only the strongest two get associated with intents. When in doubt, one is chosen by the referee and the other by the band's leader. An intent has to have some merit to even be considered, so for example you couldn't start a dispute with a guard to let you out of prison without some compelling reason. A weak intent may also be assigned a penalty (-2) for all checks. During a dispute a new option may arise. To suggest a new intent you must become the speaker for one of the existing intents, and then immediately declare the change. Once the change is declared everyone but you is removed from the intent. This may also switch which intent is radical or conventional, but either way the opposing intent keeps all its members.  
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*[[Threaten]]: Use a [[command]] social attack on an opponent. Any sway you roll has its normal effect on the target.
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*[[Deceive]]: Use a [[perform]] social attack against a platform to add or remove the questionable property.
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*[[Defend]]: Gain an extra guard for [[retort]]s and a screen for insight.
  
 
==Reckoning==
 
==Reckoning==
A dispute ends when every individual in the zone has joined an intent or when '''tension''' exceeds the sway of the speakers. If everyone joins an intent you calculate the persuasive power of each side, called '''prestige''', and compare them to determine the winner of the dispute. Start with the wits of your intent's speaker, then add one for each additional individual in your intent. The intent with the larger number wins. The speaker of the losing intent loses all wits. All auxiliary within the losing intent must check [[resolve]] or join the winning intent. '''Assistance''' applies to this check if present, and personalities may choose to switch sides without a check. Individuals in the winning intent will fully contribute to its proposed actions. Individuals in the losing intent may contribute or not, but will not work against the proposed actions for the duration. The intent's duration lasts through a current crisis (if one is already in progress), until a new crisis begins, or until a competing dispute starts. If a competing dispute starts the original intent keeps all individuals from the previous dispute.
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When the sway added to one platform hits the reckoning total, it wins and the dispute is over. If the opposing platform has more than half as much sway then any observers make a resolve check. Those who succeed may choose whether to actively follow the intended course of action or not. Those who fail will automatically follow through with the winning platform's intended course of action. If the opposing platforms have half as much sway or less then observers will follow without a check. Participants with grit may always choose whether to follow the winning platform or not, but no one may oppose the intended action...merely refuse to actively participate. Followers continue along the intended course of action until it is completed or until they suffer damage.
  
 
==Tension==
 
==Tension==
Tension is a representation for how heated the dispute has become. Gaining [[interference]] during a dispute adds one tension in place of the normal effects. Any attack automatically adds 1 tension. At the end of each exchange 1 tension is automatically added. Tension may also be added by the referee for outside conditions such as imminent danger or particularly inflammatory remarks. If you add tension, your intent loses one auxiliary character back into the undecided group. If the current tension count exceeds both speaker's lore then the dispute immediately ends without a reckoning. Each side may pursue its proposed course, and any undecided individuals simply disperse.
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Tension is a representation for how heated the dispute has become. Gaining [[interference]] during a dispute adds one tension in place of the normal effects. Any attack that hits (after defenses are attempted) automatically adds 1 tension. At the end of each exchange 1 tension is automatically added. Tension may also be added by the referee for outside conditions such as imminent danger or particularly inflammatory remarks. When tension exceeds the threshold (usually 3) the dispute ends without a reckoning.
 
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==Assistance==
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There are certain factors which, if present, dramatically boost intents. This is called an assistance. If an assistance is present then any defense from within the intent gains a bonus (+2).
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*'''Stature.''' One or more legitimate leaders who have rank over the majority of the individuals present. Usually police and government officials qualify, and other leaders might depending on the intents and the individuals present. Stature always assists the conventional intent. Stature is lost if the highest ranking leader is not part of the conventional intent.
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*'''Intoxicant.''' Alcohol or other mood enhancers are available for the majority of the individuals present. It costs '''Cash''' to provide intoxicants for 5 or fewer, '''Riches''' to provide intoxicants for up to 50 individuals, and a '''Treasure''' to provide for an audience larger than that. Intoxicants assist the radical intent.
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==Dispute Tactics==
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==New Platforms==
Once the sides of a dispute are formed, you have several different ways to argue it. Your [[follower]]s automatically follows you to an intent, so a recruit action (checking against [[command]]) allows you to build a personal entourage before or after you join an intent yourself. You will want a member of the band to be speaker, so join your favored intent early to take control, and or use a [[taunt]] to keep rivals on the same side from becoming speaker. You can attack individuals with a taunt even if you aren't part of an intent, forcing speakers. If you fear the dispute going on too long you can ramp up the tension with a [[distract]] action (a [[perform]] check which adds interference) to an opponent which instead converts to tension and costs the intent a member. To win over a personality you'll have to taunt them until they are out of grit, and then you can convince them like an auxiliary. Note that this works on you too, so defend yourself or you could be persuaded to another point of view!
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A dispute starts with two existing platforms. Usually one is presented by a player and the other is a counter by a personality, however it could also be two players who disagree. Conflicts don't have to be resolved with a full dispute. Sometimes just speaking or a simple check is all that an argument warrants. But dramatic discussions which may have binding effects on a bands decisions can start the dispute mode. You may add new platforms during the dispute as well. You define the intended action, and the referee assigns it any relevant properties as normal. You must use a convince action and successfully add sway to your platform for it to officially count. Once a platform counts it may steal the conventional or radical property from existing platforms.
  
 
==Special Disputes==
 
==Special Disputes==
*'''Argument.''' A dispute between a small number of people is best resolved as a complication where the consequence for failure margin is losing sway (or hits in a particularly volatile situation). The target for the complication could be arbitrary or based on the wits of the parties arguing.
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*'''Argument.''' A dispute between a small number of people may resolved as a complication where the consequence for failure margin is losing wits. The target for the complication is usually equal to the highest wits of any participant.
*'''Debate.''' A formal debate is a special dispute between designated teams. Each round only the speaker may act or retort, but anyone on the team may be designated the speaker for the round. The speaker's wits don't add to the intent's prestige, and instead of the usual effects tension simply adds a prestige to your opponent's intent. Likewise convince adds prestige directly instead of auxiliary members. Anything that would force members to leave the intent subtracts from prestige instead. Once one team builds prestige equal to or greater than the wits of the opposing team's speaker the debate is won.
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*'''Debate.''' A formal debate is a special dispute between designated teams. Each round the platform designates one speaker may act or retort. Tension adds 1d6 sway to your opponent's platform instead of the usual effects.
*'''Trial.''' A trial may either have a jury pool (formed of some number of auxiliaries) or judges (one or more personalities). The only intents are to find a prosecuted defendant guilt or innocent of a charge. The side with the most supporting clues counts as conventional, and stature is always present. If a clue is exposed as a fraud it is removed and takes another clue with it. Anyone may join an intent, but only judges and jury count towards prestige for the reckoning. If the dispute would end from tension it is instead delayed for another day.
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*'''Trial.''' A trial may either have a jury pool (formed of some number of observers) or judges (one or more personalities). The only platforms are to find a prosecuted defendant guilty or innocent of a charge. The side with the most supporting clues counts as conventional with status. If a clue is exposed as a fraud that side becomes questionable. If the dispute would end from tension it is instead delayed for a day, and then continues with the previous totals.
*'''Spectacle.''' You are competing with other performers, trying to gain the most attention. The intent for either side is to be the most appreciated, and only vary in exactly how they are attempting to win people over. There may be as many intents as there are groups of performers vying for attention. It may be possible to introduce an assistance from some impressive new flourish or by sabotaging the opponent's presentations. Note that a spectacle could be as formal as a battle of the bands, or as informal as being noticed by important people at a party. The rewards for a victory are based on the circumstance of the spectacle, but can include access to important personalities, profit, or even assets.
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*'''Spectacle.''' You are competing with other performers, trying to gain the most attention. The intent for each side is to be the most appreciated by the audience, and usually only vary in exactly how they are attempting to win people over. Taunt or deceive represent heckling or other attempts to sabotage your opponents' presentations. A spectacle could be as formal as a battle of the bands, or as informal as being noticed by important people at a party. There may also be rewards for victory such as access to an important personality, profit, or a prize asset.
  
 
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[[Category:Mode]]
 
[[Category:Mode]]

Revision as of 05:18, 28 April 2015

Character Types
A character can be controlled by a player or the referee. A unique character has an individual personality, identity, and goals regardless of whether the players know that character's name or can even perceive that the character is unique. Sometimes groups are defined by a single similar impression. A character within a group might have a name, history, and even a personality but still essentially be identical to the rest of the group at first glance. The more you interact with an individual character the greater the chance they will become distinct enough to be upgraded to a unique personality.

  • You: The unique character a player controls. In the interest of streamlining text this may refer to the player or the player's character.
  • Follower: Additional characters that a player controls.
  • Personality: A unique character controlled by the referee.
  • Denizen: Any character controlled by the referee.
  • Individual: Any character, regardless whether they are controlled by a player or the referee.

Example: You encounter a fishing boat and its crew. The captain is likely to be unique (and do most of the talking). He might have an impression such as "a long grey beard" and a reminder like the stereotypical "gruff and gravelly, desperate for a big haul". The rest of the crew? Depending on how important they are they will probably be lumped into a single group with an impression like "strong sinewy backs" and a reminder like "shy and stammering, desperate for a big haul". If you start interacting with the crew personalities might start to emerge, and now you have a mutinous mate, a weary cook, and fresh new kid each with their own impression and reminders.

A dispute is a battle of words rather than actions. Disputes are usually encounters, and may be mixed with other encounter modes. A dispute may result from a dilemma or from a major decision that requires cooperation from denizens. When a dispute starts it is between two conflicting individuals, each with a platform. The referee will determine if a platform has any properties, and then reflex is dealt normally. As a dispute progresses more platforms may be added, and each side will either build up their own platform or tear down opposing platforms. A dispute ends when either a reckoning target is reached, or the tension threshold is broken. The reckoning target is either half the number of individuals present, or the highest amount of wits present, whichever is greater. The tension threshold is 3 unless faults, abilities, or conditions change it.

Platform

When a dispute starts there are at least two active platforms. A platform is an intended course of action, and it should be clear what everyone present will commit to doing if that platform wins. Once a platform is defined the referee will assign it one or more properties:

  • Conventional: Safer, associated with tradition, logic, and common sense. A conventional platform gains a bonus (+2) on all checks if the individual with the highest status present supports it. If there is a tie in status then no bonus is gained.
  • Radical: Dangerous, associated with passion, surprise, and risk. All defenses against a radical platform suffer a penalty (-2) if intoxicants are present.
  • Questionable: Absurd, hard to explain, or seemingly doomed to failure. A questionable platform suffers a penalty (-2) on all checks. Note that deceive might add or remove this property from a platform.

Participation

Once a dispute starts you may be an active participant, a passive observer, or leave (if you can). You are only bound by the result if you are present, so leaving can be a way to avoid acting on a platform you don't wish to. Denizens will default to observers. Personalities may be observers or participants depending on their personal stakes. The most useful actions in a dispute are:

  • Convince: Use a negotiate social attack on an observer. Any sway you roll adds to the platform of your choice instead of its normal effect.
  • Taunt: Use a perform social attack on an opponent. Any sway you roll is subtracted from the target's platform instead of its normal effect.
  • Threaten: Use a command social attack on an opponent. Any sway you roll has its normal effect on the target.
  • Deceive: Use a perform social attack against a platform to add or remove the questionable property.
  • Defend: Gain an extra guard for retorts and a screen for insight.

Reckoning

When the sway added to one platform hits the reckoning total, it wins and the dispute is over. If the opposing platform has more than half as much sway then any observers make a resolve check. Those who succeed may choose whether to actively follow the intended course of action or not. Those who fail will automatically follow through with the winning platform's intended course of action. If the opposing platforms have half as much sway or less then observers will follow without a check. Participants with grit may always choose whether to follow the winning platform or not, but no one may oppose the intended action...merely refuse to actively participate. Followers continue along the intended course of action until it is completed or until they suffer damage.

Tension

Tension is a representation for how heated the dispute has become. Gaining interference during a dispute adds one tension in place of the normal effects. Any attack that hits (after defenses are attempted) automatically adds 1 tension. At the end of each exchange 1 tension is automatically added. Tension may also be added by the referee for outside conditions such as imminent danger or particularly inflammatory remarks. When tension exceeds the threshold (usually 3) the dispute ends without a reckoning.

New Platforms

A dispute starts with two existing platforms. Usually one is presented by a player and the other is a counter by a personality, however it could also be two players who disagree. Conflicts don't have to be resolved with a full dispute. Sometimes just speaking or a simple check is all that an argument warrants. But dramatic discussions which may have binding effects on a bands decisions can start the dispute mode. You may add new platforms during the dispute as well. You define the intended action, and the referee assigns it any relevant properties as normal. You must use a convince action and successfully add sway to your platform for it to officially count. Once a platform counts it may steal the conventional or radical property from existing platforms.

Special Disputes

  • Argument. A dispute between a small number of people may resolved as a complication where the consequence for failure margin is losing wits. The target for the complication is usually equal to the highest wits of any participant.
  • Debate. A formal debate is a special dispute between designated teams. Each round the platform designates one speaker may act or retort. Tension adds 1d6 sway to your opponent's platform instead of the usual effects.
  • Trial. A trial may either have a jury pool (formed of some number of observers) or judges (one or more personalities). The only platforms are to find a prosecuted defendant guilty or innocent of a charge. The side with the most supporting clues counts as conventional with status. If a clue is exposed as a fraud that side becomes questionable. If the dispute would end from tension it is instead delayed for a day, and then continues with the previous totals.
  • Spectacle. You are competing with other performers, trying to gain the most attention. The intent for each side is to be the most appreciated by the audience, and usually only vary in exactly how they are attempting to win people over. Taunt or deceive represent heckling or other attempts to sabotage your opponents' presentations. A spectacle could be as formal as a battle of the bands, or as informal as being noticed by important people at a party. There may also be rewards for victory such as access to an important personality, profit, or a prize asset.


Version 2.5.1
©2014 Frameworks Games

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