====== RUNNING SOCIAL CONFLICTS ====== - [[#NPC Reactions]] - [[#Ambushes]] - [[#Surprise]] - [[#Initiative]] - [[#Turn Order]] - [[#Quotes]] - [[#Reactions]] - [[#Reserves]] - [[#Damage]] - [[#Recovery]] - [[#Mass Conflicts]] ===== NPC Reactions ===== ☐ **ADVENTURER APPEARANCE** \\ If an NPC first sees an Adventurer before interacting with them, the Adventurer's Appearance Attribute serves as the basis for the NPC Reaction roll. ☐ **ADVENTURER CHARISMA** \\ If an NPC first hears an Adventurer before interacting with them, the Adventurer's Charisma Attribute serves as the basis for the NPC Reaction roll. ☐ **LIKES / DISLIKES MODIFIERS** \\ Guides may choose to apply NPC Reaction modifiers for specific NPCs according to the following additional factors, or others as desired. * [[Species]] * [[Origins]] * [[Backgrounds]] * [[Education]] * [[Professions]] * [[Special Effects]] (SFX) * [[Factions]] * Topics of Interest or Disinterest * NPC mood or personality ===== Goals ===== For a social conflict to exist, multiple sides or factions must want to achieve mismatched or conflicting goals. What does each side gain or lose from the conflict? ===== Ambushes ===== What preparations may allow one side to ambush others? What triggers the ambush? What quote or action will the attackers use to start the attack? ===== Surprise ===== Roll an opposed [[Reflexes]] check of each participant to the conflict to decide which participants may act on the surprise round. Some Skills or Special Effects allow Adventurers to avoid Surprise situations. ===== Initiative ===== If there is a surprise round, and for subsequent rounds, roll for Initiative with [[Reflexes]] bonuses and penalties. ===== Turn Order ===== Sort the participants into a Turn Order from highest to lowest results of the Initiative rolls. Guides may choose to act individually for each NPC or group the NPC actions together on a single Initiative. ===== Quotes ===== ☐ **PERSUASION** \\ ☐ **DECEPTION** \\ ☐ **LEADERSHIP / COMMAND** \\ The rank difference between the commander and the commanded may apply as a bonus. ☐ **ROMANCE** \\ Create a short list of Likes and Dislikes for each participant to a romantic encounter. Actions or quotes related to any liked topic results in a bonus. Actions or quotes related to any disliked topic results in a penalty. Track an NPC's Likes and Dislikes as NPC Secrets / Hooks. Remember to stay within any session zero agreed bounds for Romance-related topics. ☐ **SEDUCTION** \\ ☐ **INTIMIDATION** \\ ☐ **INTERROGATION** \\ What will satisfy the interrogator? What must the interrogated captive keep secret? ☐ **TERROR** \\ Terror as a form of Mental or Social conflict primarily erodes the Will to continue forward in the face of the unknown. When the Will Reserve depletes, sustaining courage becomes progressively harder until the Adventurer or their Opponent retreat or flee from the conflict. Adventurers or their Opponents may intentionally trigger Terror through threats of blackmail, violence, or similar actions. ===== Reactions ===== ☐ **PERSUASION** \\ Failed persuasion checks may generate increasing resentment toward the manipulator. ☐ **DECEPTION** \\ If someone detects an attempted Deception, that may change the nature of the conflict entirely. ☐ **LEADERSHIP / COMMAND** \\ Not following orders of authorized superiors may trigger formal reprisals. ☐ **ROMANCE** \\ Create a short list of Likes and Dislikes for each party to the romantic encounter. Actions or quotes related to any liked topic results in a bonus. Actions or quotes related to any disliked topic results in a penalty. Track an NPC's Likes and Dislikes as NPC Secrets / Hooks. Remember to stay within any session zero agreed bounds for Romance-related topics. ☐ **SEDUCTION** \\ Failed Seduction attempts may expose the true nature of the action and require the seducer to provide higher and higher difficulty Ingenuity checks to continue. ☐ **INTIMIDATION** \\ Failed Intimidation attempts may trigger escalations in the conflict. ☐ **INTERROGATION** \\ Reactions to Interrogation can include lying or counterintelligence actions. ☐ **TERROR** \\ Failed Terror attempts may trigger immediate escalations or reprisals. ===== Reserves ===== Mental or Social conflict primarily erodes the Will to continue. ===== Damage ===== Successful Quotes or Actions may reduce defender's Will Reserve by the difference between the Attacker and Defender Degree of Success. Successful Reactions may restore lost Will Reserves by the difference between the two Degrees of Success. ===== Recovery ===== Reserves recover naturally at the rate of 1 point per rest. ===== Mass Conflict ===== Assign goals to each faction to the conflict, including the Adventurers. ☐ **WITHDRAWAL / ESCAPE** \\ ☐ **SCOUTING MISSIONS** \\ ☐ **DIPLOMATIC MISSIONS** \\ ☐ **SUBTERFUGE OPERATIONS** \\ ☐ **SUPPORT / LOGISTICS OPERATIONS** \\ ☐ **SABOTAGE MISSIONS / BATTLES** \\ ===== Additional Resources ===== ▲ [[:Chronology:]] ~~DISCUSSION~~