The "Opposing Outcome" Challenge Card
One way of promoting player vs. player interaction would be to introduce an "Opposing Outcome" Challenge Card. Unlike conventional challenge cards (with strong or weak outcomes), an Opposing Outcome Challenge would be used by players to determine which of two mutually exclusive outcomes take place. The accompanying image shows what two of these cards might look like.
The challenge presents two alternative Courses Of Action. These COA’s might be in the form of two choices (administer conventional medicine or an untested experimental vaccine in a medical game; reason with a creature/monster or attack it in a sci-fi/fantasy game; voting for or against impeachment in a political game, etc.) Instead of just one set of boxes which tallies the strength/weakness/asset cards the players use, the challenge has two sets of boxes—one for each alternative COA. Once the characters have played their cards, the COA with the strongest outcome prevails.
Mechanics:
Once a player uses a card for a given COA, he/she can NOT play a card against the alternative COA (should be restricted from doing so by the gaming software). This prevents a player for playing a strength card against one COA and then playing a weakness card against the opposing COA (in effect sabotaging the alternate outcome).
2. A positive card is worth +1, a negative card is worth -1; asset/goal/subplot cards (nominally considered neutral under the current system) are worth +0.25.
3. Although both outcomes might be positive overall, the COA with the highest net “score” wins. (Example: Players favoring COA-A expend a strength card and two (neutral) asset cards for a net score of +1.5. Players favoring COA-B expend two strength cards and one asset/goal/subplot card for a net score of +2.25, thus winning the challenge)
If the two Outcomes receive numerically identical scores, the technical result is an uncertain outcome, though the types of cards played and the strength of the accompanying posts may still allow the Narrator to declare that a particular COA appears to have the upper hand.
Game Play Implications:
This type of card would allow characters to work together in most situations (as they do now in Storium), but would allow the Narrator to force them to perhaps work at cross-purposes (or perhaps in direct opposition to one another) at certain critical points when an Opposing Challenge Card is introduced in a story. It would also allow for the Narrator to set up a “Faction vs. Faction” style of play when designing a game (Loyalists vs. Rebels; Abolitionists vs. Slave Owners; Vampires vs. Werewolves, Hatfields vs. McCoys, etc.). Players might find themselves holding their strength cards in reserve for use in some future potential challenge rather than expending them willy-nilly (how many times have we seen a player use a “Charismatic Leader” strength card in the largely throw-away “getting to know you” challenge of a first scene??). At some point in the game, one faction/player may find that they are in possession of only weakness cards and may realize that they are in a really bad situation when that critical Opposing Challenge finally manifests itself.
Of course, there will be times when all the players are in substantial agreement on an important decision. In that situation, the Narrator might find that all the squares for “Outcome A” are filled with strength cards, but nobody is interested in supporting “Outcome B” with its still empty squares. In that situation, the Narrator has still given the group to opportunity to choose between two distinct courses of action, and they have done so. At that point the Narrator should end the scene and move on in the new direction indicated, even though there are still empty squares remaining for the second outcome. As noted above, in the case of “tied scores,” the Narrator would still have leeway to declare a given outcome based on the types of cards played and the quality of the player posts accompanying each COA being supported.
This is a super interesting idea, thank you for sharing it! We will put it in the mix ideas we’re experimenting with.
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Bluegeek commented
Some kind of system for opposing outcomes would be very handy in a game that includes Player vs. Player interactions.
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Truman commented
I just read this idea for the first time and immediately thought of over half a dozen challenges I've created or participated in that would have been better presented with a method like this.
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Anonymous commented
Would like to see this. Is it still being considered?
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Nathan commented
When I read your explanation I pictured in my head two different challenge cards that players chose to support, but I see from the image you are actually describing a single card with two options. I do similar "choices" with challenge cards already: I realise my characters in a pirate story are keen for a mutiny so present them with the "Let's Mutiny" challenge where a strong result sees the captain marooned on an island, but a weak result has the characters locked up below decks!
I do think the idea of a pair of (opposing/alternate) challenge cards is cool, though. I would also keep the challenge cards with "positive" and "negative" results. That way the group can choose to play cards on the "Talk with the monster" challenge or the "Attack the monster" challenge and still get either a good or bad result ("We chose to talk with the monster, but got a weak outcome... Aaaaahhhhg!"). An ability to "link" challenge cards as @Dylan Clayton suggests, and/or removing the unsuccessful challenge card would assist (because we can already play two challenge cards at the same time). Basically, be able to play two challenge cards but have them treated as a single challenge in terms of players being able to complete them. The catch, obviously, is having players see the cards in a timely fashion - you don't want one "faction" logging in late to find the alternative challenge has been completed while they slept! -
FreeXenon commented
Essentially it is what cards for 1 Challenge. I am planning one like this.
multiple mutually exclusive obstacles for 1 challenge. -
Dylan Clayton commented
Seems to me that using multiple challenge cards would be a better option. this could work if there were some way to "link the cards" so once one is closed the others get closed and noted that they didn't happen though there could still be room for consequences of that happening.
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FreeXenon commented
another option is that they pick one or the other either defeat the monster or convince it to go else where. I have 2 things I have that will use this,
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Tacronicus commented
Thanks for taking this idea under consideration. At present, it's only a rough thumbnail, but I'm sure once the Storium brain trust starts tweaking it, you'll come up with a new capability which will truly enhance game play, and open new possibilities for players and narrators alike.