Involvement
6.10 Involvement
Not all PCs are going to be involved in all conflicts. Depending on how your story is going, PCs might split up and go separate ways or have other reasons for not participating in conflicts together. While players whose PCs are not involved in a conflict cannot earn or spend dice with actions, they can hand over a die for other PCs’ maneuvers from their Action Pools as usual. This way, even when you’re part of the audience, you’re still involved in what’s going on.
PCs as well as adversity can sometimes drop into the conflict after it has started. The GM can always introduce new enemies in the middle of a conflict, to represent reinforcements that arrive or other new foes. Players whose PCs are not involved in conflicts initially sometimes reach the conflict later (or are introduced when their fellow players achieve a goal, such as when some PCs were imprisoned, locked out, and so on). Whenever new adversity or new PCs are introduced, simply give them a place in the order of taking turns.
Sometimes PCs or adversity will drop out of the conflict. They could give up, flee, or otherwise stop being involved. This is up to the PC’s player or to the GM regarding adversity. Characters who drop out simply stop taking turns. In some situations, the PCs need to fulfill a goal to be able to flee, else dropping out means giving up. This depends on the circumstances in your story and needs to be determined by the GM at the beginning of the conflict. PCs might also be able to keep adversity from fleeing; use goals to set this up.
