Dynamic Terrains 02: Conflict Drivers
December 17th, 2008As promised last time, we’re going to look at the 2 things that can drive a conflict. While this may, at first, sound unrelated to the dynamic terrains, stick with me. I first heard about these ideas from the Dramatica story theory, and they fit roleplaying so well, I couldn’t pass on the opportunity to share.
What are conflict Drivers?
Conflict drivers are what forces the conflict. What raises the stake and makes the characters find an urgent need to make this happen. I’ll give an example in a minute that will clarify everything. There are two types of drivers, Option-lock and Time-lock.
Option-lock is when the characters are up striving to accomplish their goal but all of their options are being taken away from them. For example, our characters are being hunted by a creature that is beyond their normal capabilities to destroy. They arrive in a room with 6 exits (we’ve all seen these before, right?). At this point, they have 7 options: the 6 exits are each an option, and the 7th would be to stand and fight. The choose one of the corridors and race to the end, where they are at a 3-way tee of intersections, with a door. This brings them down to 4 options: left, right, the door, or stand and fight. The other option would lead back to the creature. Not a real option at this point, especially since it takes us back to standing and fighting. They try the door, knowing they can bar it and gain some time. It’s locked and they don’t have time to open. One more option removed. This continues, with the options progressively narrowing, until they only have 1 option left: fight the creature. Or maybe find the only way out. That’s an Option-lock.
Time-lock, on the other hand, is when the characters have a specific time-limit to get something done in. We’ll use the previous examples here. The characters are in the middle of a city when they are attacked. Crowds go crazy, and someone calls for the guards. At this point, the characters are up against a Time-lock: they only have until the guards get there to finish this fight or escape. For our other group of characters, stuck on the bridge, with goblins to either side, the bridge cracking and the villain climbing a statue to get to the eye—they are limited by the time it takes for the villain to get the eye, since they know that once he gets the Eye, he will destroy them. It’s not running out of options that will bring this part of the adventure to an end, but running out of time.
These are not things that you necessarily need to use when planning encounters. You shouldn’t have to sit down and force yourself to run through a check-list every time an encounter comes up. Instead, just knowing about these 2 ideas will be enough. They will be in the back of your mind when an encounter happens that you hadn’t planned, and you need some excitement.
If you really want to create some havoc and create a memorable encounter, combine the two at the same time.
If you use this in an adventure, or have some great examples of how they have come to play in your adventures, then please send me a note through the contact page, or leave a message. I would love to hear how this helps or applies to you!

