🦇 VAMP.BYNIGHTSTUDIOS.COM has moved — This is the new & improved SRD! 🦇

MET LARP SRD

(2013 BNS MET System)

Cooperative Conflict and Advanced Narration

Source: https://vamp.bynightstudios.com/vampire/library/cooperativeconflictandadvancednarrationexperttoolsforstorycreation

At the heart of every great story is a great conflict. Rivalries and the measures taken to succeed define many characters as exceptional. In a live-action roleplaying (LARP) experience, conflict can be character-defining as well, providing a vehicle for players to find themselves when the setting tests their values and mettle. For this reason, it is possible to take a measure of a character—and even an entire game—by the way we present, handle, and resolve conflicts. Games high in struggle, strife, or competition between players create a different atmosphere than games that take a more casual approach.

The system we explore in this essay seeks a balance between the two styles, offering methods to resolve conflict cooperatively, in addition to furthering stories through narration beyond the scope of a single scenario.

Fundamentals of Cooperative Conflict

Conflict as part of a game's storyline (often called plot) is frequently simple; Storytellers outline antagonists with morals and objectives in direct contrast to the players' own. Pursuing these antagonists typically results in few or no social consequences from other players. Conflict between player-characters is more complicated. Characters have goals different from other characters, and taking action against them can result in social consequences or retaliation. Such conflicts also usually escalate quickly, with character death as a common occurrence, resulting in an unsatisfying conclusion for one party.

Cooperative conflict is different than most clashes in LARP. Instead of being competitive, the purpose of cooperative conflict is to tell a story. With the competitive aspect either removed or managed more effectively, all participants gain the benefit of becoming collaborators rather than competitors. Working together, they tell the story of their rivalry, giving one another ample time to shine.

Work Out an Understanding

To begin this process, the involved parties form an out-of-character understanding. This step is important, as the process involves some amount of give and take, as well as management of pacing.

  • Don't Rush It: In professional wrestling, the athletes never rush the outcome of a good rivalry. Likewise, if players want conflict as part of their story, they are in no hurry to see it resolved either. Give and expect ample time to react to the machinations of your rival before moving on to the counterstroke.
  • Maintain Parity: Some degree of parity must be maintained. This balance involves keeping your conflict within the established range of the story, and not going overboard.

Degrees of Conflict

For the purposes of codifying and managing degrees of cooperative conflict, let's define three different tiers:

  • Tier 1: Inconvenience/Skirmish – Both parties inconvenience one another. This rivalry takes the form of acts of minor aggression or dominance.
  • Tier 2: Embarrassment/Injury – Both parties embarrass one another. This rivalry manifests as undermining one another's plans.
  • Tier 3: Humiliation/Incapacitation – Both parties are united in their mutual disdain and seek the humiliation of one another.

Advanced Narration

There are times when, for the purpose of creating a better story, it is better for one party to lose in a situation or challenge that is normally determined by game mechanics. This situation occurs when a win for the other party makes sense for a character's concept.

As part of managing a cooperative conflict, players handle these situations by relenting or "doing the job" in lieu of a mechanical resolution, usually in exchange for an advantage later on.

System Rules

Advanced Narration Chart

First Tier: Inconvenience/Skirmish

Concession Given

  • Relenting to a supernatural power challenge and roleplaying its effects during an inconvenient situation.
  • Taking a premeditated loss in what amounts to a small scuffle, suffering 3 or fewer points of damage. Loss of a background for a single evening.

Retaliation Taken

  • Loss of a single downtime action
  • Moderate difficulty feeding; character begins next game at 2/3 of maximum Blood/Gnosis pool
  • Act of frustration that results in gaining a Beast Trait/Derangement Trait/Seethe Trait
  • Uncovering a minor background secret, such as a 1-point flaw (with Storyteller permission)

Second Tier: Embarrassment/Injury

Concession Given

  • Relenting to a supernatural power challenge and roleplaying its effects in an embarrassing situation.
  • Taking a premeditated loss in what amounts to a major altercation, suffering between 4 and 6 points of damage. Loss of up to 2 backgrounds for up to 2 game sessions.

Retaliation Taken

  • Loss of 1 month of downtime actions or 2 total downtime actions, whichever is greater
  • Significant difficulty feeding; character begins next game at 1/2 of maximum Blood/Gnosis pool
  • An act of great frustration that results in gaining 2 Beast Traits/Derangement Traits/Seethe Traits
  • Uncovering embarrassing background secrets, such as a 3-point flaw (with Storyteller permission)

Third Tier: Humiliation/Incapacitation

Concession Given

  • Relenting to a supernatural power challenge and roleplaying its effects in a potentially humiliating situation.
  • Taking a premeditated loss in what amounts to a serious conflict, suffering between 7 and 9 points of damage.

Retaliation Taken

  • Loss of 2 months' downtime actions or 4 total downtime actions, whichever is greater
  • Immense difficulty feeding; character begins next game at 1/3 of maximum Blood/Gnosis pool
  • An act of immense frustration that results in gaining 3 Beast Traits/Derangement Traits/Seethe Traits
  • Uncovering major background secrets, such as 3+ point flaws (with Storyteller permission)

Advanced Narration: Steps to Resolution

  • Step 1: Make an Agreement – Both parties converse and offer reasons why one character likely succeeds. Both agree on the degree of conflict (tier).
  • Step 2: Relent to the Challenge – The conceding party relents to the challenge, accepting the consequences.
  • Step 3: Choose a Method of Retaliation – The relenting party meets with the Storyteller and picks an option from the appropriate chart.
  • Step 4: Tell the Story – The Storyteller informs the player who won of both the mechanical and narrative results.

Conflict between characters is challenging and enriching. In a cooperative conflict, it's important that the cooperative story works for both participants. All parties need the opportunity to shine, but also need the right to go a different direction when it stops working.

Source Book: MET - VTM - V2 Issue 1