james_davis_nicoll: (Default)
[personal profile] james_davis_nicoll


Clarence Redd’s 2016 M‑Space is an SF table-top role-playing game. It uses the D100-derived Mythras Imperative game engine, which is to say it is a close relative of RPGs like Runequest , Call of Cthulhu , and Future World.

M‑Space uses conflict pools. They are fairly abstract tools to resolved extended conflicts between two or more people. These can be used to determine the outcome of any on-going conflict. These need not be restricted to physical combat. The detail that caught my eye was players are not restricted to one conflict at a time. To quote:

Using Multiple Conflict Pools
In some situations, you may want to use two separate pool values. Often it will be the main Conflict Pool, plus a pool for physical injuries.
Example: At a court duel, with a small gathering of spectators, two pools are used: One for physical injuries and one for social damage. While lightsabers dazzle, the opponents take turns insulting each other. One person may win the physical battle, but the rival can win the hearts of the crowd – opening up a lot of interesting situations in the scenarios to follow.

I don’t know if M‑Space style pools or the idea of running parallel conflicts involving unrelated skillsets are original to M‑Space but that’s where I first encountered them. The idea described above intrigued me quite a bit, which is rarer now than it was when I began role-playing.

Profile

james_davis_nicoll: (Default)
james_davis_nicoll

June 2025

S M T W T F S
1 2 3 4 567
891011121314
15161718192021
22232425262728
2930     

Most Popular Tags

Style Credit

Expand Cut Tags

No cut tags
Page generated Jun. 6th, 2025 05:33 am
Powered by Dreamwidth Studios