2.6.1 Long Contest
Your GM should resolve most conflicts using the simple contest rules. However, every so often, your GM may want to stretch out the resolution, breaking it down into a series of actions.
An advanced rule, long contests, lets you zoom-in to task-level in contests to focus on your character struggling with a series of tasks in order to overcome the story obstacle, such as blow-by-blow exchanges with the king’s champion in front of the tower where your father is held hostage, or exposing the lies of a witness in the court room to free a wrongly accused innocent man. Your GM should do this when they want to give you a chance to make your PC shine, by focusing in on how they handle themselves in a difficult situation, and giving them a chance to show their range of abilities.
As a rule of thumb, if you want resolution that moves closer to the task level, a long contest may be appropriate.
A sequence of die rolls, between one or more PCs and one or more supporting characters, breaks the conflict resolution into a series of actions.
A long contest trades speed for detail. For the flow of a story we recommend using simple contests as much as possible. If you come from other roleplaying games that have task based contests, we recommend playing only using simple contests, until you have mastered the different approach of conflict based contests, before introducing long contests.
More details on long contests are available in §5.
2.6.2 Escalating Contests
If your GM chooses either the scored contests or chained contests form of long contest you can use an option called escalating contests.
Escalating contests allow your GM to switch a simple contest to a long contest. To do this, simply re-interpret the simple contest outcome as the first round of a scored contest or chained contest. For example, in a contest of magic at the Thaumaturgical Academy, Billiard, your PC, gains a marginal victory over their opponent Crowsky. The GM narrates the outcome, but although you get what you agreed, you want Crowsky to be humiliated. Your GM agrees to escalating contest, treating the outcome as the first round of a scored contest, and scores 1 RP against Crowsky before beginning adjudication with the second round.
Escalating contests can serve three functions:
- If you take part in a contest and after hearing the narrative feel aggrieved that you could not bring more abilities to bear, and the GM agrees that it would be interesting to let you shine for a moment, an escalating contest helps you bring more abilities into the contest.
- If you take part in a contest but the degree of success was not emotionally satisfying, an escalating contest gives you another chance to achieve the outcome you want.
- If your GM is unsure if a simple or long contest is appropriate then they can default to a simple contest and switch to escalating if required.
If you wish to use escalating contests, you need to choose scored contests as your long contest option.
- 2.1 Abilities
- 2.2 Possessions and Equipment
- 2.3 Contest Procedure
- 2.4 Augments
- 2.5 Advanced Mechanics
- 2.7 Resistance Progression
- 2.8 Degree of Victory or Defeat
- 2.9 Benefits and Consequences
- 2.10 Modifiers
- 2.11 Combined Abilities
- 2.12 Mobs, Gangs, and Hordes
- 2.13 Ganging Up
- 2.14 Mass Effort
- 2.15 Pyrrhic Victories
- 2.16 Mismatched and Graduated Goals
- 2.17 Difficult Automatic Victory