During a conversation with a friend we got to talking about how different kinds of conflict can be handled using the framework provided in Ironsworn. His exact concern was that it seemed like conflict was "a back and forth affair," and wasn't sure how that would work with guns or other similarly deadly weapons. A great question!
So we hammered out some thoughts and it really highlighted the flexibility of the game. The way to handle conflict is entirely dependent on how important it is to your story! We know that the rules as written provide two ways to resolve combats. Enter the Fray/do some fighting/End the Fight and Battle. One serves to explore the blow-by-blow of epic combat, while the other emphasizes the violent tumult of a desperate fight. So how do we make our conflicts suitably epic? Ironsworn provides an awesome tool to help manage this, Challenge Ranks.
We're all familiar by now with setting the Challenge Ranks of our foes, that's nothing new! What I'm suggesting is to look at your character when this battle breaks out. Are you carrying a fine weapon and heavy armor? One bandit isn't dangerous anymore, he's Troublesome! Did you lose your axe and are fighting a Dangerous bandit? He's got a better weapon than you and that makes him Formidable, which is especially dangerous since you can't stack Formidable foes into a single progress track! Good luck warrior, you're going to need it!
What about things that aren't really covered in the rules like sneak attacks or sniper shots? In situations where you're aiming for a one-shot kill, the question becomes what does failure mean to your narrative? You don't want to fight a whole camp full of bandits, so you need to get this scout out of the way. You're not Entering a Fray since a Fray is exactly what you're trying to avoid! It almost sounds like you're trying to Face Danger! You sneak into the brush behind him, Securing an Advantage before you grab the hapless guard and drag a knife across his throat. Did you manage to finish him off before he let out a cry for help? Face Danger and see!
The same method works for sniper shots or other one-shot contests, especially ones where it isn't really possible for the target to counterattack. Looking down the scope of your custom Barrett .50 cal rifle, you line the crosshairs up on the guard in the watchtower. He scratches his nose and looks down at the front gate where you know your company waits for a signal to begin their infiltration. Thunder rumbles across the landscape, you draw in a deep breath and steady yourself, Securing an Advantage. As the roll of thunder intensifies, you squeeze the trigger. One shot echoes across a quarter mile of heavily wooded terrain. Did you hit? Did anyone hear? Face Danger and see!
The final option is Conflict as scene dressing. If your character is an Assassin and some random city guard is in your way? Drop him. Just do it. No roll, no move. When you feel like the outcome of a conflict won't matter to the overall narrative of the game then there's no reason to roll! Go ahead and kill that guy, give your character a chance to look awesome!
How do you manage unusual conflicts in your games of Ironsworn? I'd love to hear what you guys are thinking!
If you haven't gotten Ironsworn yet, then what are you waiting for!?! It's available now for the low, low price of free from drivethrurpg.com
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