Selling a Conflict: Two Key Points for Your Players

All of the conflicts I’ve seen work have made two major points to the players/characters: It has to be you, and it has to be now.
It has to be you. This is probably the most important of the two, playing as it does to the egos of the players—and to the verisimilitude of the overall [...]

Reprise: Conflict Without Requiring Combat

Originally posted on May 14, 2010. The comments were awesome.
Any time you’ve got two characters opposing each other, there’s bound to be some sort of conflict. How else do you reach a resolution? The thing is, most people think of conflict, and their thoughts immediately flit to physical conflict and the crash [...]

Characterization Exercise: Strife!

Every now and then you get people asking, “If [Character] and [Other Character] got in a fight, who would win?” I’ve never been fond of those questions; trying to match up two characters that work entirely differently, let alone take into account all the factors that would come into play and complicate matters further, and [...]

Willing to Talk

One of the advantages I’ve always found of tabletop RPGs as compared to console RPGs is the ability to talk to one’s enemies, whether it’s face to face, by distant proxy, even (perhaps especially) in the middle of a battle. In fact, battle banter is one of the few situations in which I will almost [...]

Conflict Without Requiring Combat

Any time you’ve got two characters opposing each other, there’s bound to be some sort of conflict. How else do you reach a resolution? The thing is, most people think of conflict, and their thoughts immediately flit to physical conflict and the crash of weapon on shield. To quote Flanders and Swann’s Reluctant Cannibal, “Don’t [...]