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chronology:running_martial_conflict [2023/09/22 21:03] – created - external edit 127.0.0.1chronology:running_martial_conflict [2025/04/01 16:48] (current) – [Running Actions] robert
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 ====== RUNNING MARTIAL CONFLICT ====== ====== RUNNING MARTIAL CONFLICT ======
  
-Man-to-Man Individual Move ^ Individual Combat ^ Individual Damage ^ Individual Recovery ^ Mass Combat ^ Mass Damage +Turn Sequence                                 Martial            
-Man to Man | | | | | | | +☐ [[#Running Ambushes]]                                          | 
-Boxing  | | | | | | | +☐ [[#Running Surprises]]                                         | 
-Wrestling | | | | | | | +☐ [[#Running Initiative]]                                        
-Melee | | | | | | | +☐ [[#Running Turn Order|Rounds]]                                 | 
-^ Ranged ^ Individual Move ^ Individual Combat ^ Individual Damage ^ Individual Recovery ^ Mass Combat ^ Mass Damage ^ +☐ [[#Running Turn Order]]                                        | 
-Thrown | | | | | | | +☐ [[#Running Actions Per Turn]]                                  
-Archery | | | | | | | +☐ [[#Running Events In Conflicts]]                               | 
-Firearms | | | | | | |+☐ [[#Running Actions]]                                           | 
 +:::                                           Look               
 +:::                                           Parley             | 
 +:::                                           Taunt              | 
 +:::                                           | Turn               
 +| :::                                           Move               | 
 +:::                                           Crawl              | 
 +:::                                           Walk               | 
 +:::                                           | Run                
 +:::                                           Drop prone         | 
 +:::                                           Get up             | 
 +:::                                           | Dodge              
 +:::                                           Retreat            | 
 +:::                                           Flee               | 
 +| :::                                           | Attack             | 
 +| :::                                           | Claw / Gouge       | 
 +| :::                                           | Punch              | 
 +| :::                                           | Push / Shove       | 
 +| :::                                           | Elbow              | 
 +| :::                                           | Knee               | 
 +| :::                                           | Kick               | 
 +| :::                                           | Trip               | 
 +| :::                                           | Bite               | 
 +| :::                                           | Block              | 
 +| :::                                           | Grapple            | 
 +| :::                                           | Choke              | 
 +| :::                                           | Pin                | 
 +| :::                                           | Martial Arts Move  | 
 +| :::                                           | Draw Weapon        | 
 +| :::                                           | Swing Weapon       | 
 +| :::                                           | Stab               | 
 +| :::                                           | Slash              | 
 +| :::                                           | Aim                | 
 +| :::                                           | Throw              | 
 +| :::                                           | Fire               | 
 +| :::                                           | Launch Missile     | 
 +| :::                                           | Reload             | 
 +| :::                                           | Aid                | 
 +| :::                                           | Use item           | 
 +| :::                                           | Sheathe Weapon     | 
 +| :::                                           | Holster Weapon     | 
 +| :::                                           | Sling Weapon       | 
 +| ☐ [[#Running To-Hit Rolls]]                                      | 
 +| ☐ [[#Running The Core Mechanic]]              |                    | 
 +| ☐ [[#Running Opposed Attribute Score Tests]]  |                    | 
 +| ☐ [[#Running Task Resolution]]                |                    | 
 +| ☐ [[#Running Criticals And Fumbles]]          |                    | 
 +| ☐ [[#Running Reactions]]                      |                    | 
 +| ☐ [[#Running Hit Locations]]                  |                    | 
 +| ☐ [[#Running Damage]]                         | Endurance          | 
 +| ☐ [[#Running Attribute Reserves]]             | Endurance Reserves | 
 +| ☐ [[#Running Conditions]]                     | Stunned            | 
 +| :::                                           | Wounded            | 
 +| ☐ [[#Running Healing]]                        |                    | 
 +| ☐ [[#Running Repair]]                                            | 
 +| ☐ [[#Running Mass Conflicts]]                                    |
  
-===== ADDITIONAL RESOURCES ===== +===== Goals ===== 
-[[https://www.armystudyguide.com/content/Leadersbook_information/Combat_Leaders_Guide/basic-rules-of-combat-bas-2.shtml|Basic Rules of Combat]] \\ + 
-  Secure coverconcealmentlocal securityrecon +For a conflict to exist, multiple sides or factions must want to achieve mismatched or conflicting goals. 
-  - Move - moving element, move to position of advantagegain & maintain initiative + 
-  Shoot base of fire, mutual supportkill/suppress enemy +What does each side gain or lose from the conflict? 
-  Communicate inform, tell soldiers what you expect + 
-  - Sustain keep fight goingcare for soldiers+===== Running Ambushes ===== 
 + 
 +The clever combatant will prepare the arena of conflict and carefully choose the moment to strike long before the victim imagines a conflict at all. 
 + 
 +Sun Tzu's //The Art of War// contains 10 core principles of conflict to consider when designing a conflict encounter. 
 + 
 +The Adventurers opponents may also attempt to set Ambushes if given opportunity and time. 
 + 
 +☐ **AMBUSH SITE OR PREPARATIONS** \\ 
 +How or where will the attackers take cover or conceal their attack? 
 + 
 +What preparations may allow one side to ambush others? 
 + 
 +☐ **AMBUSH SPOILERS** \\ 
 +What events might spoil the ambush or cause the attackers to abort their planned attack? 
 + 
 +☐ **AMBUSH CONDITIONS** \\ 
 +What events or target locations cause the attackers to spring the ambush? 
 + 
 +What quote or action will the attackers use to start the attack? 
 + 
 +===== Running Surprises ===== 
 + 
 +If the Adventurer's successfully set an Ambush, they may take a free Round of action against their unprepared opponents. 
 + 
 +However, if the opponents successfully detect the Ambush, no surprise Round need occur as both sides ready for conflict together. 
 + 
 +If the Adventurers fail to detect an Ambush set by an opponent, the opponent may take a free Round of action against the Adventurers. 
 + 
 +Carefully consider how to "fail forward" in this case to avoid a possible "total party kill" (TPK). 
 + 
 +In the spirit of early 20th century serial films, consider allowing the opponent to monologue and gloat then rebuff or capture the Adventurers, rather than outright slay them. 
 + 
 +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. 
 + 
 +===== Running Initiative ===== 
 + 
 +Generally, the Adventurer's Reflexes Attribute will govern how quickly they act or react within a conflict. 
 + 
 +The Guide may choose to add modifiers to accommodate specific circumstances. 
 + 
 +Consider who may notice or react first in the circumstance, and possibly assign a bonus. 
 + 
 +Also consider who may not notice or react first, and possibly assign a penalty. 
 + 
 +Many other options for determining Initiative and Turn Order exist such as: 
 +  * **Random**: Assign each action to a card, shuffle the deck of action cards and draw each card to find whose Turn comes next. 
 + 
 +If there is a surprise round, and for subsequent rounds, roll for Initiative with [[Reflexes]] bonuses and penalties. 
 + 
 +==== Additional Resources: Running Initiative ==== 
 + 
 +[[https://www.darkshire.net/jhkim/rpg/systemdesign/design-alternatives.html#Combat%20%E2%80%93%20Round%20Structure%20and%20Initiative|Design Alternatives Analysis Archive - Combat Round Structure And Initiative]] \\ 
 +[[https://www.roleplayingtips.com/rptn/taking-the-initiative-these-methods-and-ideas-will-surprise-you/|Roleplaying Tips #0503 - Taking The Initiative - These Methods and Ideas Will Surprise You]] \\ 
 +[[https://www.roleplayingtips.com/rptn/how-to-take-care-of-initiative/|Roleplaying Tips #0630 - How To Take Care of Initiative]] \\ 
 +[[https://www.roleplayingtips.com/combat/combat-action/use-initiative-to-keep-players-engaged/|Roleplaying Tips #0873 - Use Initiative To Keep Players Engaged]] \\ 
 +[[https://www.roleplayingtips.com/running-games/novel-ways-to-use-non-combat-initiative/|Roleplaying Tips #1033 - Novel Ways To Use Non-Combat Initiative]] \\ 
 + 
 +◢ [[:salvage_space:Initiative|Salvage Space: Initiative]] \\ 
 + 
 +===== Running Turn Order ===== 
 + 
 +If the group determines Initiative only once per Session or once per Conflict, it may help for everyone to seat themselves at the table in Turn order. 
 + 
 +Guides may speed up resolving conflicts by acting for all Opponents in a single Turn within the Round, instead of each Opponent acting in Turn individually. 
 + 
 +On each Adventurer's Turn, also call out who comes next to help prompt them to ready their next Action. 
 + 
 +This may help keep conflicts moving swiftly. 
 + 
 +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. 
 + 
 +◢ [[:salvage_space:Turn Order|Salvage Space: Turn Order]] \\ 
 + 
 +===== Skills Used In Hand-to-Hand Combat ===== 
 + 
 +☐ **BRAWLING / STREET-FIGHTING** \\ 
 + 
 +☐ **BOXING** \\ 
 + 
 +☐ **WRESTLING** \\ 
 + 
 +☐ **MARTIAL ARTS** \\ 
 + 
 +===== Running Actions Per Turn ===== 
 + 
 +GenerallyAdventurers take 12or 3 actions during their Turn depending on their Speed attribute. 
 + 
 +Encourage the Adventurers to plan their actions as a sequence on their turn, and consider narrating the intended actions as a story. 
 + 
 +☐ **LOOKING** \\ 
 +**Facing** and **Field of View** have critical influence on effectiveness in combat. 
 + 
 +Without enhancements, the average person: 
 +  * faces forward in the direction in front of their shoulders. 
 +  * can turn their head to face left, face right, or face straight ahead 
 +  * can focus on activity or aim at targets clearly within a 60 degree field of view in the direction they look. 
 +  * includes 120 degrees peripheral vision looking in a forward direction they look where [[Awareness]] checks may allow notice of specific actions or details. 
 + 
 +☐ **PARLEY** \\ 
 +On their Turn, an Adventurer may request a truce, open a dialogue or start negotiation rather than attack, possibly de-escalating the fight into a Social Conflict encounter. 
 + 
 +☐ **TAUNT** \\ 
 +On their Turn, an Adventurer may hurl taunts or insults at their opponent to distract or otherwise disrupt their tactical thinking. 
 + 
 +Taunting enemies may also rally teammates and improve their morale. 
 + 
 +☐ **TURNING** \\ 
 +Combatants may use actions to change their facing, turning their forward-facing direction one hex-side per action without moving into a new location. 
 + 
 +☐ **MOVE / WALK** \\ 
 +Combatants may use actions to move and change location (a square, hex, or area) per action. 
 + 
 +While moving, Combatants may change facing by one hex-side without using an additional action. 
 + 
 +☐ **CRAWL** \\ 
 +Prone combatants may use two actions to belly crawl or slide on their back to another location (square, hex, or area). 
 + 
 +☐ **RUN** \\ 
 +Combatants may move increase the distance per action used by running instead of walkingbut other actions taken while running happen with a -1 to -3 penalty. 
 + 
 +Heavily loaded or encumbered combatants cannot cover the same distance running while encumbered as when unencumbered. 
 + 
 +The combatants [[Speed]] Attribute determines the additional distance they may cover while running. 
 + 
 +^ Speed ^ Additional Distance ^ 
 +-10 to -4 | 2 squares, hexes, or areas per Action | 
 +| -3 to +3 | 3 squares, hexes, or areas per Action | 
 +| +4 to +10 | 4 squares, hexes, or areas per Action | 
 + 
 +☐ **DROP PRONE** \\ 
 +Combatants may use actions to drop prone to the ground. 
 + 
 +The combatants [[Speed]] Attribute determines how many Actions it takes them to drop prone safely. 
 + 
 +^ Speed ^ Additional Distance ^ 
 +| -10 to -4 | 3 Actions | 
 +| -3 to +3 | 2 Actions | 
 +| +4 to +10 | 1 Action | 
 + 
 +☐ **GET UP** \\ 
 +Combatants may use an action to stand up from a prone position. 
 + 
 +The combatants [[Speed]] Attribute determines how many Actions it takes them to get back on their feet. 
 + 
 +^ Speed ^ Additional Distance ^ 
 +| -10 to -4 | 3 Actions | 
 +| -3 to +3 | 2 Actions | 
 +| +4 to +10 | 1 Action | 
 + 
 +☐ **DODGE** \\ 
 +Hand-to-hand and melee combatants may attempt to dodge incoming attacks rather than parry them, including twisting out of the way, stepping back, or to the side. 
 + 
 +☐ **WITHDRAW / RETREAT** \\ 
 +Combatants may begin disengaging from the field of battle, backing out of the lines of attack or fire while maintaining defensive stancesability to block further attackor still return fire. 
 + 
 +☐ **FLEE** \\ 
 +Combatants morale may break and they panic, turn, and run, possibly dropping their weapons. 
 + 
 +☐ **ATTACK** \\ 
 +Combatants may choose a number of possible ways to inflict harm on their opponents, beyond those listed here. 
 + 
 +☐ **CLAW GOUGE** \\ 
 +Combatants may use their fingers to claw an enemy or attempt to gouge them in a specific area such as they eyes using their [[Dexterity]]. 
 + 
 +☐ **PUNCH** \\ 
 +Combatants may strike with the closed or opened fist using their [[Dexterity]]. 
 + 
 +☐ **PUSH / SHOVE** \\ 
 +Combatants may push or shove using both hands [[Dexterity]] or their entire body [[Agility]]. 
 + 
 +☐ **ELBOW** \\ 
 +Combatants may strike with their elbows using their [[Agility]]. 
 + 
 +☐ **KNEE** \\ 
 +Combatants may strike with their knees using their [[Agility]]. 
 + 
 +☐ **KICK** \\ 
 +Combatants may strike with their feet using their [[Agility]] to inflict blunt trauma. 
 + 
 +☐ **TRIP** \\ 
 +Combatants may strike with their feet using their [[Agility]] with the intent to tangle their opponents feet to knock them down. 
 + 
 +☐ **BITE** \\ 
 +Combatants may bite their opponent by successfully using their [[Agility]] for positioning. 
 + 
 +☐ **BLOCK** \\ 
 +Combatants may attempt to defensively block incoming strikes using [[Agility]] for best positioning. 
 + 
 +☐ **GRAPPLE** \\ 
 +Combatants may use [[Agility]] or [[Dexterity]] with skills such as [[Wrestling]] (if trained) to grapple an opponent setting them up for additional close combat attacks. 
 + 
 +☐ **CHOKE** \\ 
 +A combatant may use [[Dexterity]] and their hands or [[Agility]] and a choke-hold to choke a grappled opponent. 
 + 
 +☐ **PIN** \\ 
 +A combatant may use [[Dexterity]] and their hands or [[Agility]] and their body leverage to pin a grappled opponent. 
 + 
 +☐ **MARTIAL ARTS MOVE** \\ 
 +Combatants trained in a martial arts may use appropriate moves on their Turn, which may require using one or more actions to complete. 
 + 
 +☐ **DRAW / DROP WEAPON** \\ 
 +Drawing a weapon from a holster, safe, or hiding spot uses one or more actions, depending on what is required to disengage any safeties or locks and free the weapon for use. 
 + 
 +Certain cultures may require melee weapons secured with elaborate straps, ropes, or knots as a guard against reckless or impulsive dueling which may also require additional actions to correctly free the weapon for use. 
 + 
 +☐ **SWING WEAPON** \\ 
 +Combatants armed with larger melee weapons may swing them to attack as an action. 
 + 
 +Two-handed weapons require two actions to fully swing for greatest effect. 
 + 
 +☐ **STAB** \\ 
 +Combatants armed with pointed weapons may use actions to stab at their opponents with the pointsincluding daggers, knives, or bayonets intending to cause small but deep wounds. 
 + 
 +Two-handed weapons such as a spears require two actions to lunge and stab to deliver the full impact and force. 
 + 
 +☐ **SLASH** \\ 
 +Combatants armed with pointed weapons may use actions to slash at their opponents with the points, intending shallow but long wounds. 
 + 
 +☐ **AIM** \\ 
 +Combatants may use actions Turn by Turn to steady their ranged weapons and improve their accuracy before firing. 
 + 
 +☐ **THROW** \\ 
 +Combatants may throw objects or weapons at their opponents as an action. 
 + 
 +Objects requiring two hands to throw, such as chairs or large boxes, require two actions to fully handle and throw. 
 + 
 +☐ **FIRE** \\ 
 +Combatants may fire a weapon, as a snapshot or after actions used aiming carefully. 
 + 
 +☐ **LAUNCH MISSILE** \\ 
 +The number of actions required to prepare a missile for launch varies by missile. 
 + 
 +Combatants may trigger the launch of a previously prepared missile weapon as an action. 
 + 
 +☐ **RELOAD** \\ 
 +Combatants may reload a weapon such as preparing another arrow, crossbow bolt, fitting a new magazine to a firearm or speed-loading a revolver using two actions. 
 + 
 +One action retrieves the reload from its storage, such as pulling an arrow from a quiver or magazine from a pouch and the additional action fits the reload to the weapon. 
 + 
 +Without a speed-loader, reloading a revolver uses an action per bullet. 
 + 
 +☐ **AID** \\ 
 +Combatants may provide first aid to the wounded, requiring one or more actions depending on the aid rendered. 
 + 
 +Compressing a wound to stop additional bleeding requires an action per Turn and prevents using both hands for two-handed actions. 
 + 
 +☐ **USE ITEM** \\ 
 +Combatants may prepare and use some other item carried into battle. 
 + 
 +The actions required to prepare and use the item vary by item. 
 + 
 +☐ **SHEATHE WEAPON** \\ 
 +Larger melee weapons may type an extra action to correctly sheathe. 
 + 
 +☐ **HOLSTER WEAPON** \\ 
 +Combatants may take an action to return a weapon correctly to its holster, including securing it if the holster provides a way to. 
 + 
 +☐ **SLING WEAPON** \\ 
 +Combatants may take an action to reposition a weapon on a sling to their back to free their hands. 
 + 
 +◢ [[:salvage_space:Actions Per Turn|Salvage Space: Actions Per Turn]] \\ 
 + 
 +===== Running Events In Conflicts ===== 
 + 
 +Adding events to conflicts adds choices and decisions for Adventurers to make beyond "who do I attack next?"
 + 
 +While planning conflict scenes, consider adding one or more external events driven by a countdown clock, to change the stakes and add more choices and decisions of which actions to take or delay. 
 + 
 +At the start or top of a Round, or at the end or bottom of a Round, update the Adventurers on the changing countdown of the events, even if the update is a cryptic clue that something may get worse soon. 
 + 
 +  * Air runs out. 
 +  * Fires spread 
 +  * Sounds of approaching reinforcements grow louder. 
 +  * Distant lights grow stronger or dimmer. 
 +  * Ships sink further. 
 +  * Cracks grow wider threatening to break sooner. 
 + 
 +Change the arena of conflict in overt and subtle ways to help each Round of a conflict tell its own story around the Adventurers. 
 + 
 +◢ [[:salvage_space:Events in Conflicts|Salvage Space: Events in Conflicts]] \\ 
 + 
 +===== Running Actions ===== 
 + 
 +A Guide can prepare a list of possible actions or moves for the first few Rounds of anticipated conflicts during their preparation time. 
 + 
 +Then, during the conflict, the Guide consults their menu of prepared options rather than spend more cognitive effort and time considering strategy and tactics in the moment. 
 + 
 +Combined with [[Conditions]], a Guide may prepare an "AI Table" to simply roll on to find their NPC combatant's next action. 
 + 
 +Example Table: \\ 
 +^  Roll  ^  Healthy        ^  First Wound  ^  Second Wound  ^ 
 +|  1  |  Charge!            Freeze          |  Flee!            | 
 +|  2  |  Advance Normally  |  Fall Prone      |  Flee!            | 
 +|  3  |  Advance Slowly    |  Seek Cover      |  Withdraw Slowly 
 +|  4  |  Aim or Advance    |  Advance Slowly  |  Seek Cover       | 
 +|  5  |  Aim or Attack!    |  Aim or Attack!  |  Fall Prone       | 
 +|  6  |  Attack!            Attack!          Aim or Attack!   |  
 + 
 +==== Too Many Options? ==== 
 + 
 +The sheer number of possible actions allowed may paralyze a Player on their Turn, unable to decide which to commit to. 
 + 
 +If you find a Player getting stuck, quickly review some common options with them. 
 + 
 +The Roleplaying Tips "Five Actions" cover five common actions an Adventurer may choose on their Turn: 
 +  * Avoid any action 
 +  * Explore for more information 
 +  * Parley with the opponent such as attempting to de-escalate or negotiate 
 +  * Trick the opponent (which may including taunting or bluffing) 
 +  * Fight by continuing with an attack 
 + 
 +==== Time To Choose or Act? ==== 
 + 
 +Guides should limit their time to choose their action within their Turn to return the "spotlight" back to the Adventurers quickly. 
 + 
 +If a Player has questions about the situation or requests clarifications about rules or actions, try to resolve or advise them on those questions quickly. 
 + 
 +Strive to limit "out of character" discussion to the briefest possible amount and return to the action as quickly as possible for the benefit of all Adventurers. 
 + 
 +Answer questions with a simple yes or no where possible and aim for brevity to improve response time and overall speed of conflict resolution. 
 + 
 +==== Additional Resources: Running Actions ==== 
 +[[https://www.roleplayingtips.com/rptn/combat-roleplay-teach-your-players-to-narrate-the-action/|Roleplaying Tips #0670 - Combat Roleplay: Teach Your Players To Narrate The Action]] \\ 
 +[[https://www.roleplayingtips.com/running-games/make-your-turns-go-faster-improving-gm-git-part-iv/|Roleplaying Tips #0996 - Make Your Turns Go Faster]] \\ 
 +[[https://www.roleplayingtips.com/adventure-building-campaigns/4-ways-to-surprise-players-who-know-all-the-monster-stats/|Roleplaying Tips #1178 - 4 Ways To Surprise Players Who Know All The Monster Stats]] \\ 
 + 
 +◢ [[:salvage_space:Actions|Salvage Space: Actions]] \\ 
 + 
 +===== Running To-Hit Rolls ===== 
 + 
 +For the Guideroll all Task Resolution and damage dice together using dice of different colors to speed up Conflicts. 
 + 
 +The Adventurers may choose to roll Damage separately to draw out their moments of impact to the story. 
 + 
 +◢ [[:salvage_space:To-Hit Rolls|Salvage Space: To-Hit Rolls]] \\ 
 + 
 +===== Running The Core Mechanic ===== 
 + 
 +Before calling for any dice rolls, know which result ranges mean which degrees of success: total success, passable success with possible complications, and failures. 
 + 
 +Consider and review modifiers needed to include current circumstances. 
 + 
 +◢ [[:salvage_space:Core Mechanic|Salvage Space: Core Mechanic]] \\ 
 + 
 +===== Running Opposed Attribute Score Tests ===== 
 + 
 +Attribute versus Attribute conflicts may extend for a number of Rounds. 
 + 
 +Wearing down Attribute Reserves allows clear signals when one side of the conflict may choose to concede or withdraw. 
 + 
 +Consider an upper limit of Rounds before one side or the other should concede or withdraw. 
 + 
 +◢ [[:salvage_space:Opposed Attribute Score Test|Salvage Space: Opposed Attribute Score Test]] \\ 
 + 
 +===== Running Task Resolution ===== 
 + 
 +Resolve Tasks using the Adventurers full range of Attributes, Skills, Modifiers, and Dice to allow Adventurers the widest range of choice for solving situations. 
 + 
 +Consider creating conflict tasks which require differing Attributes, Skills, and SFX Abilities to engage multiple Adventurers within each Turn of each Round. 
 + 
 +Avoid repeating the Task resolution from Adventurer to Adventurer in the same Round. 
 + 
 +◢ [[:salvage_space:Task Resolution|Salvage Space: Task Resolution]] \\ 
 + 
 +===== Running Criticals And Fumbles ===== 
 + 
 +The **2d6-2d6** roll heavily stacks the results in favor of the central, average outcome, leaving the extreme results as rare occurrences. 
 + 
 +When an Adventurer scores a Critical, celebrate the event with an "over-the-top" result, even if it might "break" or "ruin" the rest of the encounter. 
 + 
 +And when an Adventurer scores a Fumble, celebrate that with a surprising "curve ball" rather than total abject failure with no way forward. 
 + 
 +When planning encounters, consider the slim possibility any roll could result in a Critical or Fumble for the Adventurers, or their Opponents. 
 + 
 +Plan to make that memorable if it happens. 
 + 
 +◢ [[:salvage_space:Criticals and Fumbles|Salvage Space: Criticals and Fumbles]] \\ 
 + 
 +===== Running Reactions ===== 
 + 
 +Before taking an Action, Adventurers and the Guide should consider the potential reactions. 
 + 
 +When planning encounters, consider the opponents possible reactions to the Adventurers actions, and consider the Adventurers possible reactions to the Guide's actions. 
 + 
 +Consider planning reactions in the form of: \\ 
 +"If the Adventurers ..., \\ 
 +then these Opponents might ..." 
 + 
 +Start with "if" to preserve and encourage Adventurer options and freedom within the encounter while using reactions as triggers to setup the next problem to solve. 
 + 
 +◢ [[:salvage_space:Reactions|Salvage Space: Reactions]] \\ 
 + 
 +===== Running Hit Locations ===== 
 + 
 +Dramatically recount the effects of Adventurers' actions or attacks against their Opponents. 
 + 
 +If the Adventurers score hits, definitely tell that story! 
 + 
 +Even if the Adventurers miss, those misses may still allow a story to tell. 
 + 
 +What happened with the swing, the shot, the spell, power, or ability? 
 + 
 +If it didn't "hit the target", then what did it hit? 
 + 
 +◢ [[:salvage_space:Hit Locations|Salvage Space: Hit Locations]] \\ 
 + 
 +===== Running Damage ===== 
 + 
 +It falls to the Guide to track and describe damage inflicted by the Adventurers in a conflict. 
 + 
 +Describe this damage through what the Adventurer sees and hears happen to their target. 
 + 
 +Scale any graphic descriptions to the agreed tone and lines or veils set with the group during Session Zero. 
 + 
 +When considering how to describe damage, base the description on the anticipated emotional state of the target in that event or circumstance. 
 + 
 +How do people, animals, or monsters react when bad things happen to them? 
 + 
 +Successful attacks may reduce defender's [[Endurance]] [[Reserves]] by the difference between the Attacker and Defender Degree of Success. 
 + 
 +Successful Reactions may restore lost [[Endurance]] [[Reserves]] by the difference between the two Degrees of Success. 
 + 
 +◢ [[:salvage_space:Damage|Salvage Space: Damage]] \\ 
 + 
 +===== Running Attribute Reserves ===== 
 + 
 +The Guide may choose to track Attribute Reserves for the Adventurers' Opponents but should not share them numerically. 
 + 
 +Describe the loss of Reserves, if used for Opponents, through narrative from how the Adventurers themselves perceive it in the moment. 
 + 
 +For lower-priority Opponents, extended bookkeeping of Reserves may be avoided or replaced using descriptive milestones representing Attribute loss directly. 
 + 
 +Martial conflict primarily erodes the [[Endurance]] to continue. 
 + 
 +◢ [[:salvage_space:Reserves|Salvage Space: Reserves]] \\ 
 + 
 +===== Running Conditions ===== 
 + 
 +Damage may trigger persistent impairments or conditions during the conflict which take an additional toll on the afflicted. 
 + 
 +The Guide should describe these through narration for the Opponents, and encourage Players to incorporate additional storytelling to reflect their Adventurer's current Conditions. 
 + 
 +◢ [[:salvage_space:Conditions|Salvage Space: Conditions]] \\ 
 + 
 +===== Running Healing ===== 
 + 
 +Aid and healing during the course of a battle provides many opportunities for dramatic moments and allows Guides to create more interesting choices within each Adventurer's Turn. 
 + 
 +Whether to provide aid, attack, defend, or perform other actions can provide conflicting choices for the Adventures. 
 + 
 +Create as many interesting choices in the Round as possible without completely overloading the Adventurers which could increase hesitations or delays. 
 + 
 +Consider potential teamwork opportunities when Adventurers //or their Opponents// require aid or healing. 
 + 
 +[[Reserves]] recover naturally at the rate of 1 point per rest. 
 + 
 +◢ [[:salvage_space:Healing|Salvage Space: Healing]] \\ 
 + 
 +===== Running Repair ===== 
 + 
 +Much like aid or healing, field repairs in the course of a conflict provide opportunities for interesting choices and dramatic moments. 
 + 
 +Repairs require parts, tools, skills, time, and thinking. 
 + 
 +The Amount of damage and **Degree of Success** for the repair efforts may greatly affect the Adventurers next choices. 
 + 
 +Can the Adventurers, //or their Opponents// complete repairs in time during the conflict? 
 + 
 +If so, will the repairs hold as long as needed? 
 + 
 +These two countdowns may also follow one after another to increase the stakes within the conflict. 
 + 
 +◢ [[:salvage_space:Repair|Salvage Space: Repair]] \\ 
 + 
 +===== Running Mass Conflicts ===== 
 + 
 +Mass Conflicts may span many missions and encounters and involve many factions. 
 + 
 +Plot a mass conflict as a miniature "campaign within the campaign", as a story arc which changes the world which the Adventurers will contribute to, for good or bad ... 
 + 
 +  * List the factions and their goals: 
 +    * Why would they go to war? 
 +    * What would they gain? 
 +    * What can they lose? 
 +  * Why would the Adventurers get involved? 
 +  * How would the conflict play out without the Adventurers? 
 +  * What differences can the Adventurers make? 
 +    * Scouting Missions 
 +    * Diplomatic Missions 
 +    * Subterfuge Operations 
 +    * Support or Supply Operations 
 +    * Sabotage Missions or Battles 
 +  * Each mission may require multiple objectives 
 +  * If the Adventurers succeed to deliver their mission objectives, how does the conflict change? 
 +  * If the Adventurers only partially succeed, but do not complete some objectives, how does the conflict change? 
 +  * If the Adventurers fail a mission, how does the conflict change? 
 + 
 +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: Running Mass Conflicts ==== 
 + 
 +[[https://www.roleplayingtips.com/combat/combat-action/a-simple-and-fun-way-to-run-army-battles/|Roleplaying Tips #0982 - A Simple And Fun Way To Run Army Battles]] \\ 
 + 
 +◢ [[:salvage_space:Mass Conflicts|Salvage Space: Mass Conflicts]] \\ 
 + 
 +▲ [[:Chronology:]] :: ◢ [[:Chronology:references#conflicts_04.u|References: Conflicts]]
  
-▲ [[:Chronology:]] 
-~~DISCUSSION~~