Difference between revisions of "Dispute"

From AF wiki
Jump to: navigation, search
(Special Disputes)
 
(2 intermediate revisions by the same user not shown)
Line 3: Line 3:
 
{{Character Types}}
 
{{Character Types}}
 
|}
 
|}
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 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 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.
  
A dispute ends when the '''tension''' threshold is broken. The tension threshold is 5 unless faults, abilities, or conditions change it.
+
==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.
  
==Platform Properties==
+
==Outcome==
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 and a speaker. The speaker is usually either the first person who described the platform, or the highest ranking supporter. The speaker counts as the platform and vice versa. If a speaker is knocked out the other members of the platform choose a new speaker. The speaker may allow or reject anyone from counting as part of the platform.
+
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.
*'''Conventional''': Safer, associated with tradition, logic, and common sense. A conventional platform gains a bonus 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.
+
*'''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.
*'''Radical''': Dangerous, associated with passion, surprise, and risk. All defenses against a radical platform suffer a penalty if [[intoxicant]]s are present.
+
*'''Questionable''': Absurd, hard to explain, or seemingly doomed to failure. A questionable platform suffers a penalty 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 support. 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 an [[appearance]] social attack against a platform to add or remove the questionable property.
+
*[[Distract]]: Use a snap and make an [[appearance]] social attack. If you succeed your target gains interference, which increases '''tension'''. Insight and retort will both stop this effect.
+
*[[Persuade]]: Use a [[communication]] social attack on observers or a single target. Roll your voice, and observers equal to your sway join your intent. A personality will join once your sway exceeds their wits.
+
*[[Screen]]: Gain insight defenses. Especially useful if you are the speaker for a platform.
+
*[[Threaten]]: Works like persuade, but uses command and adds '''tension''' (unless retorted).
+
 
+
==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 or threaten 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 5) the dispute ends and the results are checked. When you add tension 2 participants leave your platform or join the other platform.
+
 
+
==Dispute Results==
+
One side will have prevalence. Count the individuals within each platform, but an individual doesn't count if he or she has doubt markers. If the platform is conventional and has authority, double its count. If the platform is radical has has intoxicants, double its count. Half the count (round up) of a questionable platform. The biggest total has prevalence, and the reflex of the speakers breaks any ties. Individuals in other platforms (or no platform at all) must make a resolve check or switch to the prevalent platform. Anyone in the prevalent platform will act on the intended course of action as agreed upon, and anyone else may either cooperate or withdraw, but they won't actively oppose the course of action anymore.  
+
 
+
==New Platforms==
+
A dispute starts with two platforms, but more may be added. Usually one is presented by a player and the other is a counter offer by a personality, however it could also be two players who disagree. To add a new platform define the intended action, and the referee assigns it any relevant properties as normal. You must succeed at a persuade action, and then you become the speaker for new platform.
+
  
 
==Special Disputes==
 
==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.
 
*'''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. You gain observers normally.
+
*'''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.
*'''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 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.
*'''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. Retorts 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.
+
*'''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.
  
 
==See Also==
 
==See Also==
Line 43: Line 31:
  
  
{{V251}}
+
{{V252}}
  
 
[[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



Version 2.5.2
©2014 Frameworks Games

This is outdated content. Update Needed!