Conflict RPG System
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- Category: Blog
- Created: Saturday, 09 March 2019 06:14
- Published: Saturday, 09 March 2019 06:14
- Written by Super User
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When a player rolls the dice in most RPG’s, they are rolling for success or failure. Roll a d20 and get a 2 or a 10 dice pool and get 3 successes. This players eyes lose that spark; inevitably they ask “Is there anything I can do?” Usually there is not much, some system might allow a re roll or extra experience, but their story stops.
The Conflict System is designed around the idea that player chooses success, not the roll. A player decides how many of their characters values, abilities, aspects, and resources they use to succeed.
The die roll changes the choices a player has, not your success.
The rules empower the player to make choices, doing things at the table to expand the story. You play this game by using more resources than you think you should, thinking up cool effects to change the story. This game can play boring, if the players don’t do things to drive their story. The conflict system thrives on players making the cool happen. Players need to take a risk they would not normally take, make an attempt even if its so crazy you cannot believe your character can do it. Players make something happen, the conflict system always lets you try, and even succeed if you out think the challenge.
This game is about making fun meaningful choices; that creates a story you want. Players see the effects of their choices, leading to growing a character so you can do even more. The game changes the player, the characters and the story with every choice, not the roll of the dice.
Don’t Let a Roll Stop You.
So if its all about choice how do challenges work? Just like any other RPG, with one difference; after the roll the character chooses what they will use to figure their success.
Resolving Challenges
Each challenge type has a different success requirement; which changes the players choices. Players either build a skillset, boost an attribute, or apply skills to overcome the challenge. The GM sets the Opposed EF or Situations Modifiers, which the character must overcome to succeed.
A SkillSet is a combination of Main Skills, SubSkills and Past Events; totaled to a values called an Effectiveness. The player also gets to add a single attribute, related to what the character is doing.
Boosting an attribute uses SubSkills and Past Events to boost a single attribute to overcome any Situational Mods.
The Challenge
The Characters (players) take an action, the GM opposes it. Setting a Challenge target the players character has to beat with a SkillSet. A SkillSet is a collection of Skills, abilities and past events, limited by a characters Skill Depth.
The Dice
The dice indicate how capable a character is at the challenge. A straight percentile roll (1d100) must be under or equal to an attribute for a character to use their full Skill Depth. A failure indicates that the character is stumped by the challenge and has only a Skill Depth of 1. Failures limit a characters ability to succeed, forcing them to choose failure or spend resources to re-roll or otherwise boost their Skill Depth.
The SkillSet
After a player knows their Skill Depth value, they build a SkillSet, adding Skills, Past events, abilities and other modifiers to get a total. The SkillSet total must beat the GM set Challenge Target to succeed at the challenge.
Both the GM and the Players have options to boost their final values, to determine success.
That’s the Conflict System in a nutshell, the GM and the players move the story forward. Challenges force the Players to make choices to overcome the opposition and drive the story their way. Choice is the driver of the conflict system.