61
roleplaying theory, hardcore / Re: Tactical Combat vs. Violent Conflict
« on: February 22, 2011, 02:01:45 PM »I had this situation going where this huge crowd of unarmed refugees was facing off with a small crowd of heavily armed men who didn't really want to be there, but it was their job. Boston Massacre type stuff and both groups had connections to the PCs. Like I was really interested in how the PCs would respond to this. Which side would they come down on and why? What sort of consequences would there be? Etc.
And then one PC dives into the situation and just blows someone away and then exits it.
Hi Chris, so why didnt that truck drivers actions have consequences? What did the crowd do after that? I can see the situation where a tense standoff is broken by the reckless actions of one individual and then all hell breaks loose, which would have consequences for the individual if his buddies survived.
Oh, there were. But that's what I mean about the issues for OTHER players. We've got this great build-up, we're circling the conflict, and then one PC who is used to the "GM lays out a problem, I solve it" mentality goes RIGHT FOR IT. It makes sense for him to do so, dice-wise. Of course there will be consequences. But again, dice-wise, it's fairly easy to solve those as well. And again, and again, and again.
What you get is a smashed setting. Because the settings tend to be interconnected, in that everyone relies on everyone to survive, whatever community that's been built, whatever triangles that exist are now gone.
As an MC, you can combat this through building investment, building buy-in. But yeah, there is no status quo, sure, but when it's pushed through TOO fast, the quality of the game drops.
It's Deadwood if Seth Bullock and Al Swearengen killed each other in the first episode, Wild Bill Hickok killed most of the people he played cards with, Sol Starr got killed for being Jewish, and the whole town fell apart from conflict in the first two sessions.
I don't think AW does a good job of promoting the sort of circling of conflict that happens in IAWA. Looking just at the mechanics, a player can win and win and win and win and then look around and there's no town left, no meaningful community. If winning is the mentality they bring into it.