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Political Debate

Environments Designed by Tomás Tarragón

At a glance

Tier
2
Type
Exploration
Difficulty
13
Impulses
Assert influence Defend positions Sway opinion Expose weakness

Environment overview

A discussion about politics among powerful people

Potential adversaries

Nobels Social adversaries Influential figures

Features

Passives

passive
  • Heated Debate

    Track the flow of the debate with a d10 countdown, starting at 5. Each time a PC makes an action roll to convince someone:
    - Critical: Tick down 3
    - Success with Hope: Tick down 2
    - Success with Fear: Tick down 1
    - Failure with Hope: Tick up 1
    - Failure with Fear: Tick up 2

    If the countdown reaches 0, the party convinces the crowd. If the countdown reaches 10, the crowd turns against the party, and the situation escalates.

  • Fierce Dialog

    Each time a PC makes an action roll to convince someone, they must mark 1 Stress, unless they roll a Success with Hope or a Critical Success.

    Questions
    • How do PCs feel the pressure of this debate?
  • When a PC chooses to make a final argument, they may attempt a Presence Roll (10), subtracting the current Heated Debate value from the result. On a success, the crowd is convinced. On a failure, the crowd remains unconvinced, and the situation escalates.

    Questions
    • What changes in the debate when someone wants to make their final point?

Actions

action
  • Surprise Information

    Spend 1 Fear to introduce damaging information about the PCs or their position. This may reveal a past action, a hidden truth, or an unexpected fact that undermines their argument.

  • That’s enough
    Fear 1

    Spend a Fear to end the debate. Call for a final State Your Point action. If the PCs do not take it, or if they fail, the debate concludes with the opposing argument prevailing.

Reactions

reaction

About this environment

Political Debate

Tier 2 Exploration

A discussion about politics among powerful people

Impulses: Assert influence, Defend positions, Sway opinion, Expose weakness

Difficulty: 13

Potential Adversaries: Nobels, Social adversaries, Influential figures

Features

Heated Debate - Passive: Track the flow of the debate with a d10 countdown, starting at 5. Each time a PC makes an action roll to convince someone:
- Critical: Tick down 3
- Success with Hope: Tick down 2
- Success with Fear: Tick down 1
- Failure with Hope: Tick up 1
- Failure with Fear: Tick up 2

If the countdown reaches 0, the party convinces the crowd. If the countdown reaches 10, the crowd turns against the party, and the situation escalates.

Fierce Dialog - Passive: Each time a PC makes an action roll to convince someone, they must mark 1 Stress, unless they roll a Success with Hope or a Critical Success.

  1. How do PCs feel the pressure of this debate?

Unnamed Feature - Passive: When a PC chooses to make a final argument, they may attempt a Presence Roll (10), subtracting the current Heated Debate value from the result. On a success, the crowd is convinced. On a failure, the crowd remains unconvinced, and the situation escalates.

  1. What changes in the debate when someone wants to make their final point?

Surprise Information - Action: Spend 1 Fear to introduce damaging information about the PCs or their position. This may reveal a past action, a hidden truth, or an unexpected fact that undermines their argument.

That’s enough - Action: Spend a Fear to end the debate. Call for a final State Your Point action. If the PCs do not take it, or if they fail, the debate concludes with the opposing argument prevailing.

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.