Conflict Scenes
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When two or more characters are acting in opposition to one another over an extended period of time, the GM may call for a conflict scene.
There are several primary types of conflicts. Each uses the same core framework but has unique rules for the options characters can pursue and for its resolution. Common types of conflicts are as follows:
Intrigues are social conflicts. Even the Emperor does not make decisions without first listening to the counsel of his highest retainers. The most impactful conflicts in all of Rokugan are often the words traded between high-ranking samurai—or at least they begin with those words. Petitions to great lords, treaties, political schemes, trade agreements, pacts, and marriages change the face of Rokugan every day, and exerting political influence is the primary duty of many samurai.
Duels are one-on-one battles of honor. When a matter cannot be resolved with will, wits, and rhetoric alone, honor sometimes demands that a samurai seek resolution by drawing steel. Duels are an important part of the political process in Rokugan, and the mere possibility of a formal challenge can be incredibly potent leverage.
Skirmishes are small-scale battles. From pitched battles between rival factions to targeted raids against enemy clans, skirmishes tend to be chaotic, small-scale battles with a few combatants on each side.
Mass battles are battles between entire armies. Open warfare is relatively rare in Rokugan, but it is devastating in its impact. On the off chance that their daimyō asks it of them, any samurai must in theory be prepared to serve in war in some capacity, whether as a warrior, an advisor, a strategist, or a negotiator. Because they tend to be culminating story arc moments rather than everyday occurrences, mass battles are covered at the end of this chapter (see page 274).
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Core Rulebook · Chapter 6: Scenes and Conflicts › Conflict Scenes · p. 249
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When two or more characters are acting in opposition to one another over an extended period of time, the GM may call for a conflict scene.
There are several primary types of conflicts. Each uses the same core framework but has unique rules for the options characters can pursue and for its resolution. Common types of conflicts are as follows:
Intrigues are social conflicts. Even the Emperor does not make decisions without first listening to the counsel of his highest retainers. The most impactful conflicts in all of Rokugan are often the words traded between high-ranking samurai—or at least they begin with those words. Petitions to great lords, treaties, political schemes, trade agreements, pacts, and marriages change the face of Rokugan every day, and exerting political influence is the primary duty of many samurai.
Duels are one-on-one battles of honor. When a matter cannot be resolved with will, wits, and rhetoric alone, honor sometimes demands that a samurai seek resolution by drawing steel. Duels are an important part of the political process in Rokugan, and the mere possibility of a formal challenge can be incredibly potent leverage.
Skirmishes are small-scale battles. From pitched battles between rival factions to targeted raids against enemy clans, skirmishes tend to be chaotic, small-scale battles with a few combatants on each side.
Mass battles are battles between entire armies. Open warfare is relatively rare in Rokugan, but it is devastating in its impact. On the off chance that their daimyō asks it of them, any samurai must in theory be prepared to serve in war in some capacity, whether as a warrior, an advisor, a strategist, or a negotiator. Because they tend to be culminating story arc moments rather than everyday occurrences, mass battles are covered at the end of this chapter (see page 274).
