I'm going to be running either either my first Mage or Vampire nWOD chronicle soon. This is TBD tomorrow night, but it's leaning so heavily toward Mage that I feel it's unlikely for the group to change its mind after we talk in person.
I've been familiarizing myself again with the nWOD rules (which I've owned for years) and I can't help but forsee potential problems using its task resolution system as written: including the special arbitrary rules that appear under some skills, and the arbitrary (and not always commonsensical) choice of attributes which many skills are based upon. Don't get me started on the game's own interpretations of the nine attributes; although I have something simple planned to demuddify that. It's possible in the first sessions we'll just go with 3 attributes anyway: Mental, Physical and Social
In any case, I'd like to go with a conflict resolution system that utilizes the basic nWOD dice mechanic. My desire here is to be able to use something similar to what's in Burning Wheel: state goals clearly, check if a conflict indeed exists, and then pick up the dice and determine the outcome. I'm also prepared to do my best at improving complications upon failed dice rolls and will probably create a stash of complications to keep handy for scenes I think are likely to take place.
Does anyone have any experience with attempting this kind of thing in nWOD, or for that matter, any experience handling conflicts in nWOD, in general?
- One potential challenge I see might rise from the few number of generalized skills. It's not like Burning Wheel, for example, where you create a character that suggests to you how you should approach conflicts via skill tests.