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144 pages, Paperback
First published January 1, 2004
I should tell you, in an early playtest I startled one of my players bad with this very conflict. In most roleplaying games, saying “an enemy sneaks into your room in the middle of the night and hits you in the head with an axe” is cheating. I’ve hosed the character and the player with no warning and no way out. Not in Dogs, though: the resolution rules are built to handle it. I don’t have to pull my punches!
(You’ve GMed a bunch of RPGs before, right? Think about what I just said for a minute. You know how you usually pull your punches?)
Drive play toward conflict
Every moment of play, roll dice or say yes.
If nothing’s at stake, say yes to the players, whatever they’re doing. Just plain go along with them. If they ask for information, give it to them. If they have their characters go somewhere, they’re there. If they want it, it’s theirs.
Sooner or later — sooner, because your town’s pregnant with crisis — they’ll have their characters do something that someone else won’t like. Bang! Something’s at stake. Launch the conflict and roll the dice.
Roll dice or say yes. Roll dice or say yes. Roll dice or say yes.