Soth is my game about cultists trying to summon a dark god in small-town USA, while trying to stop their family and neighbours from getting suspicious. It's a diceless RPG that takes a lot of inspiration from Apocalypse World's MC moves.
One of the trickiest part of the game is the procedure for dealing with conflicts. I have a process that works well for me when I run the game, and I've been trying to explain it in simple language.
I thought I'd pitch it here and check:
• Are there any areas where it's fundamentally broken, that I'm too close to see?
• Is it understandable? Were there any points you couldn't follow?
• Are there any areas that are redundant?
The full procedure is in this 5 1/2 page .pdf:
Soth - Conflicts textI've put a summary below. But first, some game terms:
Keeper: the GM role
Cultist: the generic term for the characters you play
Investigators: Investigators are NPCs that try to uncover what the cultists are doing and then stop them.
Suspicion: a resource the Keeper spends in order to have an Investigator take an action
Clarity: a score that only increases. Cultists with high Clarity has trouble interacting with non-cultists without increasing Suspicion
Supporting characters: every NPC who isn't a cultist or an Investigator.
- - -
RESOLVING CONFLICTS: SUMMARYA conflict is initiated if a player feels their character absolutely has to stop the actions of another cultist, supporting character, or Investigator.
Establish a clear vision of the situation• The Keeper establishes current location (the environment and where the character, inside that environment).
• The Keeper and players describe their characters' single intended action (at level of character who's acting fastest). For instance, if someone is sneaking around a building and another person is preparing to fire a gun, everyone describes what their characters are doing in the time it takes to aim and pull the trigger.
• Everyone revises their intended actions (in response to each others' declarations) until actions are finalised.
Establish the order of actions• The Keeper establishes the action order for the characters involved in the conflict
... Does someone clearly act next based on the logic of the scene?
... Does someone clearly act next based on what’s happened in the conflict so far? Compare characters' skills, current positions, and relevant personal attributes. Assess existing injuries.
• Does anyone seize the initiative (to trump the action order and go first)? This costs cultists 1 Clarity (i.e. their Clarity increases) and it costs Investigators 4 Suspicion.
• If no-one wants to act, either:
... have a supporting character take action
... take an action from the 'Make the cultists' lives as difficult as they deserve' list
... end the conflict.
Establish the effects of each action• Players narrate their character's action.
• Keeper describes the action's effect, establishing an injury or other fictional consequence.
• To change an action 'smoothly', seize the initiative. Otherwise, changing an action puts the character at a disadvantage in the fiction
Ending a conflict• Repeat until characters are either unwilling or unable to oppose each other, or until the situation stalemates or changes so dramatically that it creates another, more urgent conflict.
(
cross-posted to the Adept Press forums)