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Dogs in the Vineyard FAQ

Intro

This FAQ answers most of the questions or situations that have cropped during my own sessions of running Dogs in the Vineyard the roleplaying game. This is not an official resource by any means, but is helpful for my group to track our past issues.

Stakes

Read "stakes" to mean the thing at stake itself, not the possible outcomes. "What's at stake is where I go," for instance; "what's at stake is my survival;" "what's at stake is her trust." The winner of the conflict gets to resolve the stakes: resolve where I go, resolve my survival, resolve her trust.

The people on each side of the conflict may feel free to name their characters' preferred resolution of the stakes. Strictly, however, you aren't committing to that resolution if your side wins. You're speculating how you might resolve the stakes if you win, that's all; idly speculating.

But now here's a nuance: you can name the stakes implicitly by only speculating how you might resolve them. "If I win, he chops your head off with his axe," for instance - what I'm really saying is that your head is at stake.

Once everyone in your group can read the stakes implicit in a declaration of intent, there's no need for any especial formality. Formally, explicitly naming the stakes is useful as a learning tool and when you require absolute clarity; otherwise, feel free to play casual.

GM Goals for Setting Stakes

Givable Stakes

You're after two things: Follow-Up Conflicts and Givable Conflicts.

Since you want good Follow-Up Conflicts, the right Stakes can go either way without creating a dead end or a dull patch. Pushing Stakes smaller will tend to make them less make-or-break.

The right Stakes will make it so that escalating, Taking the Blow and Giving are all roughly equal. Set the Stakes too large and Escalating is always worth it, but small enough and Giving vs. Escalating becomes a real question, as does Giving vs. Taking the Blow.

Conflicts always end with a Give. It doesn't have to be because one side has used every single last die. It can be as soon as one side sees which way the wind's blowing - but that won't happen if the Stakes are too grandiose.

Hedged Stakes

As the GM, don't put up with hedged Stakes. "Do we get him to repent?" is fine. "Do we get him to repent without spilling blood?" is not. Think outcome, not method; the method comes from play.

Cutting Your Losses

When you Give instead of Raising, you get to Cut Your Losses. Grab your highest remaining single die and set it aside. If there's any Follow-Up Conflict, roll your Stat and Relationship dice as usual, then add this reserved die to the mix. Don't reroll it! This represents the advantage you keep by ceding the previous Stakes on your own terms.

Follow-Up Conflicts

A Conflict resolves the Stakes, and resolved is resolved. You absolutely must name new Stakes for a Follow-Up Conflict. Changing the participants automatically changes the Stakes - except when it doesn't. Not to worry, you'll be able to tell the difference.

Another handy approach, is to have whoever lost the Conflict decide whether there'll be a Follow-Up, but whoever won the prior Conflict choose the Follow-Up's Stakes:

GM: "He gets away! You guys want to follow up?"

Players: "You know we do!"

GM: "Okay, Stakes are does he murder Sr. Martha before you figure out where he went?"

Latecomers to Conflicts

When an NPC helps a PC

Medical Attention

Needs Medical Attention or Dies

As the GM, you can call for a Conflict where what's at Stake is "does he get medical attention in time?" There's no mandated passing out or anything like that. As the GM, you're allowed to say, "You pass out." If the player doesn't want the character to pass out, the player will respond with "no way. What's at stake is: do I pass out?" This is the rule for everything and it goes both ways!

Multi-Way Conflicts

Reversing the Blow

If you See twice (or more) in a row, and Reverse the Blow, keep the die for your next See. For example, Farmer Fub Sees a shot with a 6 and keeps it, then Sees a nut kick with the same 6 and keeps it again, Sees a club with the same 6 and keeps it still again, and then spends it for half of his Raise too. If the nut kick had been an 8 instead, Fub would have gotten the 6 and only had to spend a 2 to Block or Dodge.

Highest Roll

Highest Roll remaining goes next. Give everyone a counter that they turn in after their Raise, to track who has yet to act. Everyone must Raise once, before another can Raise again.

Using Relationships

When and how does a Relationship add its dice to your side of a Conflict?

With a Person

With an Institution

With a Place

With a Sin

With a Demon



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