Negotiations

A Negotiation represents where Characters attempt to resolve a Conflict through conversation and argument.

The Actions Characters may take within a Conflict are covered by the Conflict Rules, below however covers additional Rules which apply to a Negotiation Conflict.

Goals

The Goal of a Negotiation Conflict is typically for the Player Characters to convince one or more Characters towards a particular outcome.

To complete this Goal, the Party must agree to a Resolution with the Target of the Negotiation before their Patience Clock is filled.

In some cases a Resolution the Player Characters are attempting to convince the Target towards may require significant effort.

In such cases, the Player Characters may resolve the Negotiation Conflict by filling a Persuasion Clock before the Target’s Patience Clock is completed.

Time

Time in a Negotiation Conflict is flexible.

It may be a quick exchange, lasting no more than a single minute (i.e. a round of Actions), or it could be a Trial which might last a day and is resolved across multiple Rounds .

Where the duration of the Negotiation is of importance, the GM should introduce a Timer Clock to represent the time sensitive nature of the Conflict.

Turn Order

The Turn Order of a Negotiation Conflict should always use Freedom Initiative (described on the Conflicts Page) allowing each Player Character within the Scene to interact with the Targets of the Negotiation each Round in an order of their choosing.

Players should not feel obliged to have every Character engage in the Conflict if they feel they have nothing to contribute to the Negotiation (e.g. they may wish to just observe the events of the Negotiation). This will allow Negotiation Conflicts to flow more naturally, with Actions being exchanged organically between participating Characters.

Patience Clock

When engaging a Non-Player Character in a Negotiation the GM should use a Patience Clock to represent the Characters willingness to continue engaging in a conversation.

Whenever a Character uses an Action to attempt to influence a Character’s behavior or position, the GM may fill one Section of the Patience Clock.

The Performance of a Check to influence a Character’s behavior may affect how many sections of a Clock are filled.

When a Patience Clock has been filled, the Players may no longer affect that Characters behavior or position. The Character may offer their own Resolution based (typically this will be Unfavorable to the Player Characters) refuse to listen to the Player Characters any further or in extreme cases may initiate another Conflict with the Characters (e.g. a Combat Conflict).

For most Negotiations a 4 Section Patience Clock is sufficient and may be expected to last for a single Round.

Persuasion Clocks

When a Negotiation Conflict is used to convince one or more Non-Player Characters of something which would require significant effort, the GM may use a Persuasion Clock.

The number of sections which the Players are able to fill of a Persuasion Clock will represent how convinced they are, with a completely filled Clock representing them being fully convinced.

When a Persuasion Clock is filled, the Negotiation will be resolved.

Character may use Actions to attempt to fill a Persuasion Clock. For each Successful Check the GM may fill one Section of the Persuasion Clock.

The Performance of a Check to fill the Clock may increase the number of Sections filled.

If there are Characters opposing your own, instead of making Checks to fill your Clock, you may instead make a Check to empty their own Clock. See Opposition for more.

Resolutions

A Resolution represents when a Character suggests a way to end a Negotiation. This will typically represent an offer which both sets of Characters may agree to.

A Resolution may be proposed using as part of a Skill Check to fill a Persuasion Clock.

If all Characters agree on a Resolution, the Negotiation immediately ends.

A Resolution may occur before a Persuasion Clock is filled. The terms of a Resolution should generally be less favorable to the Characters than what could be achieved with a Persuasion Clock, although the number of sections of a Persuasion Clock may be considered when determining the terms of the Resolution.

If a Character refuses a Resolution, they may as a Reaction make a Counter-offer to resolve the Negotiation.

Opposition

Player Characters do not have Persuasion or Patience Clocks, as they may choose to engage in a Negotiation as long as they wish.

Non-Player Characters may however still act to Oppose the Players. They may make Checks to fill the Patience Clock, or empty the Persuasion Clock.

If the Non-Player Character is not the Target of the Negotiation themselves (e.g. they are opposing counsel during a Trial) then they too may have they own Persuasion Clock, though they may share the same Patience Clock as the Player Characters.

When determining a Resolution for a Negotiation with Opposing Persuasion Clocks, the GM should consider which Persuasion Clock has the most Sections filled and the difference between those Clocks.

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