I've been working on revising Young Adult RPG
, and I've run into a problem. I would like the central activity of the game to be people bringing back elements from earlier in the game with a slight twist (reincorporation and recontextualization, "Yes, And" essentially) . However, I don't think this alone provides enough support to hang a game on.
Right now I have a simple conflict resolution system with 4 stats (Physical, Mental, Social, Fighting). Reincorporating generates Power that gives bonuses to those stats. If two players disagree over something, a domain is decided on (based on the stat used), general desired outcome is stated by each player, cards are drawn, extra cards are added for Power, and the highest card wins.
So here's where the problem comes up. I've found systems like this are very effective at gut-punching hard decisions where clearly delineated conflicts of interest are striven for and resolved. I don't think this fits the tone for YARPG, which I envision as a gentler game, a game of misfit kids coming into their own power amidst a world of adults either too bumbling or oblivious to see the wonders and possibilities staring them in the face.
So is there a way to throttle conflict so that, for the most part, the outcomes are not traumatic (mentally or physically)?
Will doing this make the game a boring mush?
Is sticking to the conflict/stakes paradigm of PTA and Dogs and The Shadow of Yesterday, etc, etc even a good decision? If not, what else might work?