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GroggyGolem

Awarding Conflict in encounters

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Do you prefer to award conflict once per way earned other than dark side pips being used? Say a character steals 6 different things, making a check for each theft, during the course of a stealth mission into an Imperial base. Do you give that character conflict for stealing just once, in addition to any other conflict-worthy actions?

 

or

 

Do you award conflict based upon each action that would award conflict in the encounter? Do you give the character conflict for stealing 6 times?

Edited by GroggyGolem

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It would depend on the action and circumstances but in the case of someone taking six things while on a single mission I'd probably count that as one case of theft. Mind you, theft isn't necessarily conflict-worthy in that circumstance since they're stealing from a corrupt authority. Intent would matter there. Is it about denying resources to the empire and/or handing them over to someone who'll make better use (the Rebellion, people in need, etc), or is it about enriching yours truly? The latter generates conflict; the former doesn't.

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Well, according to the conflict table, even stealing for the benefit of those in need would be worthy of conflict, just not as much.

 

Taking that specific context out of the matter, I mean in general, would you consider more than one separate instance of a conflict-worthy action within an encounter to count towards awarding conflict or would you treat those separate acts as one instance?

 

Another example, say torture. If your PCs have 2 captives & torture them both in the same encounter, do you award conflict for torture twice or once?

Edited by GroggyGolem

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Do you think Luke got a conflict assigned for each person who died on the Death Star?

 

I would had out conflict for each case of Torture, because it is TORTURE.

Regarding the items being stolen, it depends. Were they critical to an important mission, 1 source. Was the player taking multiple un-needed for laughs, maybe multiple sources.

 

Conflict awards should be relevant and important to the narrative. 

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16 minutes ago, Tear44 said:

Do you think Luke got a conflict assigned for each person who died on the Death Star?

I don't believe he took any conflict for it and that it isn't relevant to this conversation. The Death Star was a planet killing gun run by a group of war-mongering villains, with the barrel pointed at the planet Luke and his allies were on. Luke probably didn't even take a point of conflict for using violence as the first solution, since an entire world of lives, including his own, were threatened first.

 

How do you account for pretty much every entry in the conflict table using terms that denote a singular target or instance of the act? Is that just using similar & simpler terminology or is that supposed to refer to singular instances?

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Like everything else in this game, do what you think is right, and what anyone else thinks is irrelevant. 

Do what you think is right for your game, even if that seems to conflict with the rulebook. The point is to have fun, not follow rules.

That being said, this isnt a game of absolutes (unless you are playing sith... :) ). What is being stolen and why is something you have to take into account. Stealing 6 stimpacks to heal your injured friends isnt worth the same as stealing 6 corsuca stones just cause you think they are pretty. One I would do 1 conflict and the other 6.

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Something else to consider as a general yardstick: how reasonable is it for someone to end up dark side by this?

In the case of stealing six items for personal gain, it would put a middling morality (50) person close to the dark side all by itself (nevermind anything else that happens along the way) if you counted each one individually, and that seems excessive.

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On 2017-5-31 at 5:46 PM, GroggyGolem said:
On 2017-5-31 at 5:24 PM, Tear44 said:

Do you think Luke got a conflict assigned for each person who died on the Death Star?

I don't believe he took any conflict for it and that it isn't relevant to this conversation. The Death Star was a planet killing gun run by a group of war-mongering villains, with the barrel pointed at the planet Luke and his allies were on. Luke probably didn't even take a point of conflict for using violence as the first solution, since an entire world of lives, including his own, were threatened first.

Contrary to this I think he probably took on quite a bit of conflict. Regardless of the necessities of war, killing people is a conflicting act. Killing a moon full of people, even in ignorance or self defence is definitely going to be troubling whatever the circumstances. 

 

On Topic: I think the tables they provide are specifically examples and not the limit of how conflict may be applied. It's really up to the GM to make an informed decision within specific context.

It sounds to me like you are trying to get solid, specific rules to determine whether you multiply given amounts for each individual momentary act across the board. The reality is simply more nuanced than that. A person stealing from 6 seperate locations within a single heist - there's not really any difference unless the magnitude of the theft significantly increases (They stole a wallet then stole the contents of a vault, for example). I'd consider it to be a single theft but use the total gravity of the theft to guide the amount I choose to give.

The difference between torturing a single person or torturing two at the same time? Probably I would multiply the amount simply as it's easier and it's already into messed up situation territory. 

Really the guides given in the table indicate a severity level that you can equate to other cicumstances and apply yourself to determine the amount of conflict to award. 

 

Edited by SanguineAngel

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I think awarding it per encounter is fine, no need to hand out 120 conflict in one go for one scene gone wrong. Mechanical it would not be wrong to award for example Anakin for each Tusken Raider he killed a instance of murder, but in the spirit of the conflict within him that his creates calling it once instance of murder is totally fine. 
Now the other approach would be to hand out indeed those 120 points or whatever conflict and cap afterwards at the conflict roll the maximum morality reducing.
Kastly, you could naturally just downright hand out the full conflict and see the character switching over to the darkside and leaving it up to the player to crawl back from that or fully embrace his new fate. This might work too, but thinking about the spirit of the game, I think the first solution works better for the flow of the game and relies less on the GM's discretion than solution #2. 

Really depends on your view of the force and movies. Did Anakan become a darksider after he killed the Tusken Raider (and thus was a darksider fighting for peace and justice during most of the clone wars) or was this just a step stone for his journey to the darkside?

Edited by SEApocalypse

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