The topic of in-character (IC) conflict has come up a little recently in my Dragonlance campaign. I’ve not really thought about it a lot in the past; it’s always been there, of course, but I’ve never dealt with it directly before. So far, in this game, it’s not been a definitively negative experience as it’s engendered a lot of character growth
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I think that's essentially because the most important thing about this occurs at the level of the social contract. You have to have a good level of trust at the table; trust that your character isn't going to get fragged casually by the other players or by the GM; and trust that the dice give you a fair chance of resolving the conflict positively. Essentially, trust that it will be fun I think the media that I found most useful in thinking about this sort of metagame issue was, and still is, the Sons of Kryos podcast (unfortunately, it seems like their archives are dead - I have them all on various storage media - will you be back in NZ at Christmas ( ... )
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Paul Tevis' Have Games Will Travel (now defunct) was good, especially for in depth indie RPG and board game reviews.
I hear Canon Puncture is very good, and if you want actual play game reviews, a few of the local LA story gamers do a podcsat called Actual People, Actual Play.
I also listen to Voice of the Revolution: Indie Press Revolution's monthly podcast, but that might not be as dense as you want. Mind you, I don't know what your baseline is, so you might want to check it out for yourself.
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Dread is pretty cool, I've played it a couple of times with Mashugenah GMing. I love the questionnaire set-up and the Jenga tower definitely works as intended!
I'm a huge fan of Dungeon World in case you hadn't guessed, so I'll definitely be running that at BGW.
I hadn't heard of Dance of the Damned or The Dance and the Dawn. They both sound interesting!
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