Difference between revisions of "Dispute"

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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.
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A dispute is a conflict of words rather than physical attacks. Disputes are usually encounters, but a map may not be necessary. A dispute may break out between players due to a [[dilemma]], but more likely it will be an attempt to sway denizens to cooperate with a plan. Participants join sides, and are physically moved to stand with their side as a matter of convenience. When the dispute ends participants will go along with the winning side. Note that if you lose you also go along with the winning side. You don't necessarily have to change your opinion, but you do have to cooperate with the winner.
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*'''Pro tip:''' Losing a dispute can be interesting, because there may be a gap between what your character thinks (which you still have absolute control over) and how your character will act. You might choose to close that gap by having your character's opinion change. Or it could be that the character sees everyone else's commitment and realizes its counter-productive to try to stop them. Or you could just be biding your time. Think of this gap as a challenge and a role-playing opportunity rather than mind control...or make sure your character is really good at arguments.
  
==Platform==
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==Sides==
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:
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When a dispute starts there are at least two sides, each with a speaker who articulated the initial position of the side. Everyone else can either immediately move to the side they prefer, or remain in a neutral pool between the sides. Followers automatically join their leader on a side. If a side clearly appeals to a denizen they will join it, otherwise they will remain in the neutral pool until recruited. Each side has an intent, a course of action that everyone is expected to follow if the side wins. You can create a new side by simply moving to a new position and stating your side's intent. Neutral audience may defend themselves, but if they use a social attack they must immediately join a side. If a side's intent is dangerous or absurd the referee may assign it a *'''Questionable''' penalty that applies to all checks for attack, defense, and fear.  
*'''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.
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*[[Convince]]: Use an [[appearance]] attack against a speaker to add (or remove) the questionable penalty to a side.
*'''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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*[[Distract]]: Use a snap and make an [[appearance]] social attack ti give your target [[interference]]. Refuse and retort will both stop this effect.
*'''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.
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*[[Persuade]]: Use a [[communication]] social attack on a single target or a crowd of denizens (neutral or denizens that have joined a side). Roll your voice, and anyone you knock out joins your side, or horde equal to the wits you roll will join.
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*[[Screen]]: Gain refuse defenses. Especially useful if you are the speaker for your side.
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*[[Threaten]]: Like persuade, but uses [[rank]], causes a fear check, and you get a reaction penalty from those still neutral or on other sides.
  
==Participation==
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==Outcome==
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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After each exchange, as part of the changing circumstances, everyone who isn't on the largest side must make a fear check and then the dispute ends. Anyone who fails joins the largest side. Neutrals don't count as a side, and must always attempt the fear check. Any remaining sides with speakers may either concede the dispute to the largest side or spend a focus to continue for another exchange (unless other condition changes would prevent an extension). Most disputes will have an environmental condition that makes [[interference]] force a denizen on your side onto the side you attacked, or back to neutral if no other side was involved. If you have no denizens on your side, then your entire side suffers the normal effect of interference instead. More intense disputes might have even more extreme conditions for interference or stunts. Anyone on the winning side will cooperate fully with the intent. Anyone still on a losing side may not work against the intent, but don't have to do anything to support it.
*[[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.
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*'''Pro Tips:''' Intoxicants are useful in disputes, giving a penalty to refuse checks and a bonus to fear checks. A well timed threaten can win a dispute, but if you use it too early the reaction penalty can hamper your future arguments.
*[[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.
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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.
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==Reckoning==
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==Special Disputes==
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.
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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.
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*'''Debate.''' A formal debate is a special dispute between designated teams. Each round the platform designates a speaker, and only the speaker may act or retort. There is a large crowd of technically neutral denizens observing, and the winner is the side that gains the most observers after an exchange.
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*'''Spectacle.''' You are competing with other performers to gain the most attention. The intent for each side is to be the most appreciated by the audience, and only vary in exactly how they winning people over. Retorts represent heckling or other attempts to sabotage an opponents' performance. 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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*'''Trial.''' A trial may either have a jury pool (formed of some number of denizens) or judges. The only sides are to find a defendant innocent or guilty of a charge. [[Pointer]]s count as people on your side for determining victory. If a clue is exposed as a fraud it is removed and that side becomes questionable. Trials usually only allow one exchange each day, and continue until all the judges and jury have picked a side.
  
==Tension==
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==See Also==
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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*[[Encounter]]
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*[[Battle]]
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*[[Chase]]
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*[[Raid]]
  
==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.
 
  
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[[Category:Mode]]
 
[[Category:Mode]]

Latest revision as of 18:44, 17 January 2016

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 conflict of words rather than physical attacks. Disputes are usually encounters, but a map may not be necessary. A dispute may break out between players due to a dilemma, but more likely it will be an attempt to sway denizens to cooperate with a plan. Participants join sides, and are physically moved to stand with their side as a matter of convenience. When the dispute ends participants will go along with the winning side. Note that if you lose you also go along with the winning side. You don't necessarily have to change your opinion, but you do have to cooperate with the winner.

  • Pro tip: Losing a dispute can be interesting, because there may be a gap between what your character thinks (which you still have absolute control over) and how your character will act. You might choose to close that gap by having your character's opinion change. Or it could be that the character sees everyone else's commitment and realizes its counter-productive to try to stop them. Or you could just be biding your time. Think of this gap as a challenge and a role-playing opportunity rather than mind control...or make sure your character is really good at arguments.

Sides

When a dispute starts there are at least two sides, each with a speaker who articulated the initial position of the side. Everyone else can either immediately move to the side they prefer, or remain in a neutral pool between the sides. Followers automatically join their leader on a side. If a side clearly appeals to a denizen they will join it, otherwise they will remain in the neutral pool until recruited. Each side has an intent, a course of action that everyone is expected to follow if the side wins. You can create a new side by simply moving to a new position and stating your side's intent. Neutral audience may defend themselves, but if they use a social attack they must immediately join a side. If a side's intent is dangerous or absurd the referee may assign it a *Questionable penalty that applies to all checks for attack, defense, and fear.

  • Convince: Use an appearance attack against a speaker to add (or remove) the questionable penalty to a side.
  • Distract: Use a snap and make an appearance social attack ti give your target interference. Refuse and retort will both stop this effect.
  • Persuade: Use a communication social attack on a single target or a crowd of denizens (neutral or denizens that have joined a side). Roll your voice, and anyone you knock out joins your side, or horde equal to the wits you roll will join.
  • Screen: Gain refuse defenses. Especially useful if you are the speaker for your side.
  • Threaten: Like persuade, but uses rank, causes a fear check, and you get a reaction penalty from those still neutral or on other sides.

Outcome

After each exchange, as part of the changing circumstances, everyone who isn't on the largest side must make a fear check and then the dispute ends. Anyone who fails joins the largest side. Neutrals don't count as a side, and must always attempt the fear check. Any remaining sides with speakers may either concede the dispute to the largest side or spend a focus to continue for another exchange (unless other condition changes would prevent an extension). Most disputes will have an environmental condition that makes interference force a denizen on your side onto the side you attacked, or back to neutral if no other side was involved. If you have no denizens on your side, then your entire side suffers the normal effect of interference instead. More intense disputes might have even more extreme conditions for interference or stunts. Anyone on the winning side will cooperate fully with the intent. Anyone still on a losing side may not work against the intent, but don't have to do anything to support it.

  • Pro Tips: Intoxicants are useful in disputes, giving a penalty to refuse checks and a bonus to fear checks. A well timed threaten can win a dispute, but if you use it too early the reaction penalty can hamper your future arguments.

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 a speaker, and only the speaker may act or retort. There is a large crowd of technically neutral denizens observing, and the winner is the side that gains the most observers after an exchange.
  • Spectacle. You are competing with other performers to gain the most attention. The intent for each side is to be the most appreciated by the audience, and only vary in exactly how they winning people over. Retorts represent heckling or other attempts to sabotage an opponents' performance. 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.
  • Trial. A trial may either have a jury pool (formed of some number of denizens) or judges. The only sides are to find a defendant innocent or guilty of a charge. Pointers count as people on your side for determining victory. If a clue is exposed as a fraud it is removed and that side becomes questionable. Trials usually only allow one exchange each day, and continue until all the judges and jury have picked a side.

See Also



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