I have an idea for a mini-game for handling negotiations, which would
work for most any task-based game system. As usual, I look edat the
systems people actually use in negotiation, and abstracted the concepts.
I'm putting this up for comment!
I. Set the Range
Both
sides decide how many demands are involved in the discussion, and how
many of these demands are non-negotiable. The non-negotiable bits are
important, because both sides have to eventually accept the others'
non-negotiable items if a deal is to be made. Examble: Eight demands
each, with three of them being non-negotiable. Generally, whoever has
the most demands sets the number, and the other side increases its
demands to match.
2. Set the Demands
Each side writes
down its numbered list of demands. Take a sheet of paper, and divide it
into five areas - a non-negotiable area for each side, a negotiable area
for each side, and a common discussion area. Put a die in the
appropriate area and turn it so that the right number is up -
non-negotiable demand seven should show a seven up, and be in that
side's non-negotiable area.
3. Pushing Demands
Flip a
coin to start. Winner of the coin toss (or die roll) pushes one demand
die over the line into the common discussion area. Say the demand aloud -
i.e. "We demand industry standard safety conditions in the mine!" - and
explain why it would benefit both sides if this demand were met. The
other side can rebut this demand with an explanation of why denying this
demand would benefit both sides - i.e. "Matching industry standard
safety conditions would cost too much, and we'd have to let a number of
miners go to afford it." The GM is free to give a bonus to either or
both sides appropriate to the resolution system for effective argument.
4. Resolving Demands
Both sides roll as appropriate to the system.
A. If both fail, this demand is locked in discussion, and the other side may go.
B.
If the side which advanced this demand succeeds and the other side
fails, this demand is accepted and goes into the agreement.
C. If the side which denied this demand succeeds and the other side fails, this demand is rejected and off the table.
D.
If both sides succeed, the demand is withdrawn and must be modified in a
direction more suitable for the other side before being advanced again.
E. On any critical success, one rejected demand may also be brought back onto the table by the winning side.
F. On a critical failure, the loser must also push one non-negotiable demand into the negotiable area.
5. Resolving the Dispute
Play
proceeds, alternating sides, until there are no more demands in
negotiation. All currently non-negotiable demands are accepted and
written into the agreement.
Interesting. I think I'd need to see it in play though to judge it.
ReplyDeleteYeah - I may be using it in my Star Wars-ish game - the Jedi are acting as ambassadors from a local rebellion to the Rebel Alliance, and may have to negotiate an agreement.
ReplyDelete