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DRAMATIC CONFLICT 1

DRAMATIC CONFLICT

[2] Dramatic Penalty


Dramatic Penalty (DP) begins at zero for each interest and increases over
the course of the conflict. DP represents social, psychological, or emotional
pressure on the interest. In game terms, DP serves two purposes: Percentile
based traits are reduced by 5 DP, and Dramatic Plot Rolls are made with
DP dice (d6) against the interests resistance attribute.
[3] Conflict Resolution
Each interest rolls 1d100 against the modified percentile based trait (target) with four possible results. If unmodified die roll is less than or equal to
the target number the result is at least a marginal success (MS). If it the result
is greater than the target it is a marginal failure (MF). 1 in 5 results are critical
(e.g. CS/CF). Cross-index the results on the matrix (sidebar).
[4] Assess Dramatic Penalty Levels
Dramatic Penalty Levels are assessed to the interest with the lower success level according to the matrix opposite.
[5] Dramatic Plot Roll
If an Interest was assessed one or more dramatic penalty levels, roll 1d6
for each level of accumulated Dramatic Penalty. If the result exceeds the resistance attribute, the interest is defeated.
[6] Outcome
The nature of success or defeat is largely determined by the nature of the
conflict. The conflict is repeated until an interest fails a dramatic plot roll or
both interests withdraw.

MF

MS

CS

DF

A2

A3

CF

AF

BF

AF

A2

A3

MF

Passive

CF

DF

A1

A2

D2

D2

D1

A1

D3

D3

D2

D1

Passive

Defender

MS

[1] Interest Traits


Each interest in the conflict has three key traits that will influence the outcome. A percentile based conflict trait, a 3d6 based resistance trait, and dramatic penalty that influences the outcome. The specific conflict traits, and
the resistance traits are determined by the nature of the conflict.

d100

CS

DRAMATIC CONFLICT PROCEDURE


Dramatic Conflict is resolved in the normal sequence of turns/rounds.
Each turn takes a minimum of ten (10) seconds of game time; but depending
upon the circumstances may take longer. Passive conflict may occur when
there is no active defender.

DRAMATIC CONFLICT

Aggressor

Dramatic Conflict occurs in role-playing games where two Interests* oppose each other in an uncertain outcome. The dramatic conflict procedure is
used to determine the winner of the conflict.

Standoff: neither side exerts influence or gains the upper hand.

AF/BF/DF: Aggressor, defender or


both, must make a fumble check
using 3d6 + dramatic penalty,
against a tangential resistance
attribute. If the roll exceeds the
attribute, the interest is thwarted
(at least temporarily) in an unusual way (GM discretion).
A1/A2/A3/D1/D2/D3: Aggressor or Defender are assessed the
number of Dramatic Penalty
Levels indicated. Roll 1d6 for
each point of accumulated dramatic penalty against the resistance attribute.

Dramatic Conflict Examples:


Negotiation/Haggling:
Rhetoric/WIL
Religious Debate:
Theology/WIL
Legal Proceeding:
Law/INT
Bribery:
Rhetoric/INT vs. Loyalty/WIL
Seduction:
Lovecraft/CML vs.
Loyalty (Love)/MOR
Temptation:

Conscience/MOR vs.
passive temptation.
Performance:
Singing/Voi vs. WIL
*

An Interest may be a character or monster, a group, or even conflicting interests within an individual (e.g. passion vs. conscience).

Other penalties may apply at GM discretion.

For a passive conflict, there is no defender and thus no resistance attribute. Instead use 21
the Aggressors resistance attribute as a passive resistance attribute for the defender.

2013, J. Patrick McDonald and N. Robin Crossby

Both aggressor and defender use the


same traits when only one pair is
listed.

HrnMaster

DRAMATIC CONFLICT 2
HAGGLING PROCEDURE

The dramatic conflict resolution system is used to resolve haggling*.

[1] Haggling Traits [Determine Fair Market Value]


Haggling is based on a characters Rhetoric (and may be a specialty). The
resistance attribute used is WILL. The GM should first determine the Fair
Market Value (FMV). The price guides in the various source materials can
serve as a guide. FMV should include adjustments for local supply, demand,
product quality, etc.
A hagglers position in the negotiation is given an integer value that represents 5% variance from FMV for each point. This value is referred to as
ASK for the seller and BID for the buyer. (e.g. a BID or ASK of 4 represents
an offer of 120% of FMV).
[2] Dramatic Penalty [Price Concessions]
A sellers opening ASK price will depend on the vendors price rating (see
sidebar) and range from -2 to 15 (90-175% of FMV).
Once the sellers opening offer(s) have been resisted, a buyer should make
a counter-offer (BID). Opening BIDs are generally set at player discretion but
a rough guide would be the minimum price on the table opposite less 1d6-1.
[3] Dramatic Conflict [roll 1d100]
The buyer is considered the aggressor. Each haggler tests Rhetoric. The
buyers skill is modified by + 5 ASK. The sellers skill by -5 BID. Dice
are rolled and the dramatic conflict table is consulted. The loser of the conflict has Dramatic Penalty imposed (price concessions). Note the first round
of haggling only one party is assessed a modifier to Rhetoric.
[4] Assess Dramatic Penalty (price concession pressure)
Each point of dramatic penalty assessed indicates price movement pressure of 5%. Thus a D2 result indicates pressure to a 10% reduction in asking
price or simply reduces ASK by 2. An A3 result is pressure for a 15% increase in the purchasing offer price or an increase in BID of +3.
[5] Haggle Check
The haggler that receives Dramatic Penalty must make a will check with a
number of d6 equal to the total number of price concessions (influence levels)
accumulated. If the result exceeds WILL (or if BID is greater than or equal to
ASK), the haggler is defeated and must accept his opponents current
BID/ASK or withdraw.
If the check succeeds the loser may make an alternative offer or counter
offer at the newly indicated price point (BID/ASK), or withdraw.
[6] Resolution
Defeat in the haggling procedure simply means a final price level has been
identified. The transaction may still not occur. Characters who routinely
and inappropriately withdraw from haggling after defeat may be assessed a
special Bad Reputation penalty at GM discretion.
A fumble result indicates that a haggler has incorrectly assessed the Fair
Market Value of the transaction.

*
The procedure may also be used as for any negotiation. The GM must simply
assign modifiers for each interests opening positions and assess the value of negotiated concessions.

Rating
Prices Opening ASK
Low
80-90%
1d6-3
Average 90-110%
1d6
High
110-130%
1d6+5
High+ 130-150%
1d6+9

Haggling Example
Sir Urian Caldeth (Rhetoric
60/WILL 13) wants to purchase an
exceptional quality (+4) Broadsword
from Kuvel of Charin (High+; Rhetoric
70/WILL 14). The GM determines Fair
Market Value as 150d 16 = 2400d
(10). Note: 5% of 10 is 120d or 10s.
Kuvel sets ASK at moderate value
12, 160% of Fair Market Value or 16.
Sir Urians Rhetoric (60) is increased by 5 12 = 60 to 120. The
GM reduces this to the maximum of 95.
Kuvels Rhetoric is unmodified at 70.
Urian rolls 100 (CF) while Kuvel roles
82 (MF). The result is AF. The GM
rolls 3d6 vs. Urians Intelligence and
determines that Urian has assessed the
sword at 150% of FMV or (15)
Sir Urian counter offers at 12, 10s
or a BID of 5. Urians modified Rhetoric remains unchanged 120 (95) but
Kuvels is now reduced by 5 5 or 70
25 = 45. Urian rolls 45 a CS while
Kuvels result if 67 (MF) a D2 result.
Kuvel cannot fail a 2d6 Will check
so he reduces his ASK by 2 to 10 (15 ).
Urians modified rhetoric drops to 110
(still effectively 95) and Kuvels remains
unchanged at 40. Kuvels 65 and Urians 80 gives a CS/CF result or D3.
Result. Kuvel makes his 5d6 Will check
and adjusts his ASK to 7 (13 10s).
Urians Modified Rhetoric is now
95 (60 + 57). Kuvels stands at 45.
Both achieve MS a draw indicating no
price movement. A second round at
the same ASK goes to Kuvel (CS to
MS). Urian is assessed A1 (he cannot
fail a 1d6 will check) and increases his
BID from 5 to 6 (13).
At the new BID Kuvels modified
Rhetoric increases to 50, and he again
wins an A1 result. While Urian cant
fail a 2d6 Will check, he chooses not to
withdraw and increases his BID to 7.
As BID and ASK now have the same
value, Urian and Kuvel have reached
an agreed price and Sir Urian purchase the sword.

He who names a price first, has already lost. is a common idiom in all markets.

HrnMaster

2012, J. Patrick McDonald and N. Robin Crossby

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