Saturday, June 13, 2009

Hero Quest (the boardgame) and conflict resolution

This relates to the previous post, and is an easy way to inject Conflict Resolution into pretty much anything, no matter how crunchy or tactical:

The players should make assertions, like in Polaris.
Don't say, "I search for traps."
Say, "I ensure there are no traps around."

In the former, you have the player fact-checking the scenery. Boring!
In the latter, you have the player declaring that there are no traps, or that he's found one, assuming he succeeds on the dice.
Don't hide it: give the PC the successes/target number he needs to beat, so you don't screw him
around.
If he fails on the dice, he could miss something, especially if he fails really badly. Important: tell him if he fails. It's not a secret to the player, only the character.
What's at stake is that there could be a trap that might impede his progress. From there, if he finds or triggers a pit trap or a trick floor tile, then next you've got a dexterity check.

Go after what you want, and then see if the dice will back you up.

I can't wait to play, instead of run, a game with CR. Yee!

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