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Extended conflicts and special effects

Discussions on the M-Space setting and other publications by FrostByte Books.

Extended conflicts and special effects

Postby hkokko » Wed May 10, 2017 2:46 pm

We tried out extended conflicts on our last session for Mythras. One thing that we were sort of missing - there are no special effects. Has anybody tried any special effects rules with extended conflicts.
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Re: Extended conflicts and special effects

Postby Clarence Redd » Thu May 11, 2017 3:03 pm

I’ve been testing a couple of simple systems for generic special effects, but not much so far. The problem with the generic approach is that the effects must work with many different types of conflicts and still not feel boring.

One of the ideas I’ve tried is to use Special Effects both as a 'narrative advantage' and a mechanical one. The mechanical is picked from a list of, say, three different (extremely generic) advantages:

1. PC at +20%
2. Opponent at -20%
3. Damage x2

But the player is also given free reign over the actual narration of the effect. And s/he can save the effect for a later round to create a narrative advantage whenever it fits him/her. Also, a SE can be used to negate an opponent’s SE, and any bonus/penalty can be transferred to a fellow PC involved in the conflict (if it can be explained by the narrative).

One of the unsolved problems is how cases with several participants should be handled. If there are four people involved, one fails and everyone else succeeds - how should Special Effects be used then?

As you can see it’s still a very early concept. Would something along these lines work for your group?
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Re: Extended conflicts and special effects

Postby Matt_E » Thu May 11, 2017 4:09 pm

For totally generic advantage, you could simply award a Luck Point, to be used only in the remainder of the conflict (or be lost).
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Re: Extended conflicts and special effects

Postby hkokko » Thu May 11, 2017 10:52 pm

Both of these combined would form a good basis
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Re: Extended conflicts and special effects

Postby Dan True » Fri May 12, 2017 4:29 am

I'm working on a non-M-space system for social conflicts between organisations, which includes special effects.

Most special effects either confer a further advantage in the conflict, or give penalties to the characteristics of the organisations in play as Clarence also mentioned.

- Dan
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Re: Extended conflicts and special effects

Postby Clarence Redd » Fri May 12, 2017 1:04 pm

Matt_E wrote:For totally generic advantage, you could simply award a Luck Point, to be used only in the remainder of the conflict (or be lost).

Yes, that's a good idea. I would probably call it something else though, to avoid watering down the regular Luck Points.
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Re: Extended conflicts and special effects

Postby Clarence Redd » Fri May 12, 2017 1:06 pm

Dan True wrote:I'm working on a non-M-space system for social conflicts between organisations, which includes special effects.

Most special effects either confer a further advantage in the conflict, or give penalties to the characteristics of the organisations in play as Clarence also mentioned.

- Dan


Cool. Can you tell us more?
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Re: Extended conflicts and special effects

Postby Dan True » Fri May 12, 2017 2:31 pm

Clarence Redd wrote:Cool. Can you tell us more?


Sure,

It's the rules mentioned in this post: testplayers-wanted-t1889.html

Essentially the special effects are things like Acquire Ressources, Damage Relations, Gain Assets, Hamper... Most have a game mechanical effect and some options for narrative effect, since the rules can be applied quite widely - again, as you mused above.

- Dan
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Re: Extended conflicts and special effects

Postby Clarence Redd » Sat May 13, 2017 8:23 am

Aha. How did the playtest go?
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Re: Extended conflicts and special effects

Postby Dan True » Sat May 13, 2017 4:09 pm

Clarence Redd wrote:Aha. How did the playtest go?


It's very reliant on the games masters ability to make up some narrative explanation to the mechanical effects. I try to provide some examples, but it's definately harder than a normal combat.

But it played well. We used the French invasion of italy in the late 15th century as the setting (the setting of The Borgias TV Series). My players enjoyed it a lot.

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