Rule of Drama

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Introduction

Rule of Drama: If the potential for conflict is visible, then it will never be passed over.

Purpose

This is a meta-system designed to provide opportunities to RP over-the-top, cinema-style, interpersonal conflict; to allow the burden of arbitration of such to be shared between the player and GM; and to add flavor to such relationships within the role-playing context. This is the social equivalent of "wandering monsters"

Author's Notes

The Social Network

See also "Supporting Casts," Supers p.63.

A PC that doesn't live sequestered from society will interact with people and develop relationships. Those relationships that matter to the character will be a potential source of Drama. Make a list of the important relationships; this is referred to as the Social Network. When a conflict occurs, this list will be used to randomly determine who will be involved, and is expected to change in play; just add new characters to the end of the list, or strike those no longer applicable. To qualify for the Social Network, a prospective member should:

  • Have some potential to be in "interpersonal conflict" with the PC (for example: subject is physically present and capable).
  • Be valued enough by the PC to maintain the relationship rather than abandon or ignore it (or forced to by circumstance).

The subject of a qualified relationship does not need to be associated with any Traits like Dependent or Ally (though such characters will always qualify). The relationship does not need to be reciprocated, or "equal." Relationships with other PCs are always considered important, but are not included in the Social Network (for random selection).

Rising Tension

Relationship Management

The skill the PC uses to manage his relationships will normally be Diplomacy, and is referred to as the Relationship Management Skill (RMS). The GM may allow another suitable skill to replace Diplomacy, but may be subject to drawbacks (using Intimidation or Fast-Talk to manage regular relationships could have unpleasant side-effects). The skill used may be changed by the player at the start or end of an adventure, or during down-time during an adventure, as appropriate, but will be considered "in effect" until the next opportunity. The Relationship Management Check is equal to the higher of the PC's Will or Will-based RMS plus any applicable modifiers.

Angst

Tensions resulting from the PC's relationships build over time, lowering resistance until a Conflict occurs. This is represented by the character's Angst, a score that will constantly change with the social conditions. The buildup of Angst can have detrimental (and sometimes, beneficial) side effects (see below?). When an Angst Modifier is called for, use current Angst/3 (round down). A given PC's Angst level may not be immediately obvious to others (unless he possesses Traits like Easy to Read), but may be detected by those with Empathy or Sensitive, or with a Psychology (Applied) success (see Social Engineering, [ref]).

Drama is Conflict

Conflict Checks

  • Between Adventures: Drama that occurs off-screen doesn't matter. Add 1d6-3 to Angst at the start of an adventure preceded by down-time spanning a month or more (may result in a decrease). The GM may opt to modify that roll, or add a fixed amount based on the general "stress level" during that period instead of a roll.
  • During an Adventure: Make a Relationship Management Check (Conflict Check) once at the start of an adventure. Check again at the start of any significant segment of down-time during the adventure, at the GM's option. Such a "regular" Conflict check should be made no more than once per game session.
  • On a critical success Angst is reduced by one.
  • On a regular success Angst is increased by one.
  • On a regular failure a Conflict occurs; Angst is unchanged.
  • On a critical failure two Conflicts occur simultaneously; Angst is unchanged.
Make a note of the margin of failure for determining the severity of the resulting Conflict.
  • On Demand: A player that sees an opportunity for Drama during a game session can voluntarily initiate a Conflict with a valid character of his choosing if his character is not currently so engaged. This is a natural extension of the Ham Clause and should be treated as such. The GM may also call for an on-the-spot Conflict Check if some event occurs in-game that would be a natural source of Drama.

The Conflict Ball

When a Conflict check fails, a Conflict Ball is in-play—at some time during the adventure or segment, a Conflict will occur. In lieu of an obvious source of appropriate conflict, someone will experience an out-of-character lapse in judgement and/or self-control that requires a confrontation to resolve.

Playing Out the Conflict

Conflict Cards

Dramatic Traits