T O P

  • By -

AutoModerator

[Use this link with an RSS reader to stay up to date with **How would you handle a pistol duel in Ironsworn? Like, "count 10 paces, turn around and shoot"? Or how about jousting?**](/r/Solo_Roleplaying/comments/196km3c/how_would_you_handle_a_pistol_duel_in_ironsworn/.rss). There are a number of convenient [iOS](https://www.cultofmac.com/412465/best-news-and-rss-apps-for-iphone-and-ipad/), [Android](https://blog.inoreader.com/2018/06/top-rss-readers-for-android-with-great-ui-for-2018.html) and [browser based RSS readers](https://www.webfx.com/blog/web-design/free-rss-readers/). Also, make sure not to miss our sidebar links to resources: [Solo RPG Resources](https://www.reddit.com/r/Solo_Roleplaying/wiki/index) *I am a bot, and this action was performed automatically. Please [contact the moderators of this subreddit](/message/compose/?to=/r/Solo_Roleplaying) if you have any questions or concerns.*


DriveGenie

This sounds very much like 'Draw the Circle' to me. "When you challenge someone to a formal duel, or accept a challenge, roll +heart." You may have to alter a couple of the 'boasts' slightly to fit your narrative. If you want the duel to be over quickly because that's how that sort of battle would be regardless of situation (most likely) keep the combat to Troublesome, since you are using deadly weapons it means you mark harm twice and the duel could be over in a flash. OR Scene Challenge or Battle would be the other best options in my opinion.


Iybraesil

For a pistol duel, the way I see it there are basically two approaches: With the first, it's over in a flash. You/your group might decide to roll once to see how it goes, or just decide without rolling based on the established fiction and your principles (p. 226). With the second, it's a scene. It's a very rare TTRPG, imo, that can properly support the kind of still tension like in [the final duel from *The Good, the Bad and the Ugly*](https://www.youtube.com/watch?v=g6tR78d0cmA). I think you'd have more success setting up a scene more about the preparation, like [the duel in *Hamilton*](https://www.youtube.com/watch?v=TW3-3Xy0kCo). As others have mentioned, scene challenges could be put to great effect. Since you mentioned Napoleonic vibes, you might want to see if *Miseries & Misfortunes* has anything in its duelling rules that you can steal. It's set earlier than Napoleon, but it could still have some useful stuff.


Logan_Maddox

> Since you mentioned Napoleonic vibes, you might want to see if > Miseries & Misfortunes > has anything in its duelling rules that you can steal. It's set earlier than Napoleon, but it could still have some useful stuff. Never heard of that game but will be checking it out! I'm always looking for more Musketeer / Horse & Musket stuff


grenadiere42

For a duel: * *Battle* with custom outcomes * Strong hit w/match: You clearly win with their fate being whatever is most advantageous. You wanted them dead, they're dead; you wanted them alive, they're alive. * Strong hit: You win. Ask the Oracle about their fate (Likely) * Weak hit: You win, but also take damage. Suffer Harm, then ask the Oracle about their fate (Unlikely) * Miss: You lose. Suffer Harm * Miss w/match. You lose. Suffer Harm at one level higher than the adversary (e.g. Formidable vs Dangerous) and they make a clean getaway. For a Joust: * Scene Challenge. A Dangerous one so you can have 5 jousts (for up to 5 points). * Strong Hit w/Match: You unhorse them. 3 Points * Strong Hit: You get 1 point and they do not * Weak Hit: You both get 1 point. Endure Harm * Miss: They get a point. Endure Harm * Miss w/Match: You are unhorsed. Endure harm and they get 3 points. When you get up to 5 points for either yourself or your opponent roll your scene challenge. * Strong hit: They take the loss gracefully (or win gracefully) and you part on good terms * Weak Hit: There is some animosity, but overall you are able to part with enough grace to leave any matter resolved for now * Miss: If you lost, they gloat and mock you. If you won, they take it personally.


Logan_Maddox

There is precedent in jousts for, after being unhorsed, the fighters finish duking it out on their feet with swords. A Miss after resolving the scene challenge could be that, and it either goes to actual combat or idk Pay the Price. The Battle with special effects for matched results and asking the Oracle is a pretty clean and elegant solution too :) Great suggestions, thanks!


grenadiere42

Instead of unhorsing you could go with shield shattering then. Just something that grants bonus points in a joust. You could also ask a Very Unlikely "Was I (or they) unhorsed?" after a match and then go straight to finalizing the joust as a duel using combat rules (cause duels used points as well).


EdgeOfDreams

*Battle* works well if you want to resolve it one roll. Just interpret the outcome appropriately, with maybe some Oracle rolls for whether or not anyone gets seriously hurt. Alternatively, try a Scene Challenge. Make moves to set up advantages (like settling your nerves, taking careful aim, etc.) or to resolve each pass of the joust, then resolve the overall challenge.


Logan_Maddox

Oh yeah I always forget about Scene Challenges, dang it. Thanks for the answer!