Conflict Resolution Phases - LunarNeil/Call-of-Cthulhu-Campaign GitHub Wiki
The conflict resolution system for Realms does not include an Initiative roll or use a Turn Order to divide player and enemy actions. Instead, when conflict resolution begins, time effectively freezes while every player plans their actions during the same period of negotiation. Once the negotiation phase ends, a formal declaration of Intent follows, and then the roll. Just to be clear, here the order of every "phase" in a round of conflict resolution:
1) Negotiation: During the negotiation phase, all players are to discuss among themselves what their characters should do in the next moments of play, ask questions of the Moderator, and negotiate for the most favorable modifiers. This is also where the stakes of the roll are negotiated. Once the players are finished negotiating, all parties move to the initiation phase.
2) Initiation: During the initiation phase, players state their Intents and their actions take effect within the game world. Moderators will reveal the Intent of the opposition much like how the players did, by describing what begins to happen as the roll is made. This reveal can change the situation dramatically, but the stakes remain the same.
3) Execution: During the execution phase, players roll their dice and make any last-second adjustments that the Moderator and their stated Intent will allow.
4) Resolution: During the resolution phase, the Moderator will privately compare the results of the player's rolls against the Challenge Ratings. Some results may be referred to the Success Meter to determine the degree of success. Moderators will then narrate the resolution of the round of actions, both successes and failures, apply consequences (like wounds) to those who suffer them, and either end conflict resolution or open up a new period of negotiation with an opening narration.
Players whose actions are not contested will be handled like a normal arbitrated event, and not subject to rolls. However, if the action is overly time consuming the Moderator can allow the player to "hurry up" their work and make it into a challenge. This moves the action into conflict resolution mode and can get them finished faster, so they can join in the ongoing fun.
Conducting a Negotiation Phase
Negotiation can sound intimidating to players reading the Realms of Mythos and Madness rules for the first time, because it sounds like you are forced to debate or argue with the Moderator over the validity of your actions, or to avoid being squashed like a bug by unfair stakes and modifiers.
This is not the case. Negotiation is a simple dialogue where the Moderator assumes their normal job as referee and information channel to the players, helping them to understand everything their Investigator can see, hear, or guess about the situation they find themselves in. The negotiation name comes from the process of players discussing with Moderators what risks the Investigators accept in order for the player to get the result they want from their roll. If you want something good to happen, you need to accept a risk of something bad happening if you fail.
The way a player negotiates for favorable stakes and modifiers is by talking with the Moderator and using their wits to identify beneficial elements of the environment, behaviors of the Enemies, or information that they have collected. Moderators get the final say on what benefit these elements provide, but paying attention and using your brain is always going to encourage a Moderator to lean in the player's favor.
Once the player and the moderator agree on the stakes, the player can reveal their action by formally stating their Intent, and the negotiation phase is over. Simple, fun, and should only take a minute of time once the players are acclimated to the negotiated contest system.