This is the final part of my look at the Collected Archives by Cabbage Games [Kenny Norris].
I like Kenny’s idea of focusing on Goals, Stakes, Meaning, and Opposing Force. It really doesn’t matter what order you think about these. Some will be already defined by established facts in your game.
The same ideas can be applied just as easily to social conflict, internal conflicts, good old pistols at dawn, and anything in between.
Conflicts that have all four elements have far more meaning than those without. As I say in the video, I feel that some dungeon crawls have pretty thin plot hooks, and would struggle to meet all four criteria in a meaningful way. Killing monsters and taking their stuff tends to be pretty meaningless.
If every conflict met the four criteria, would we even have murder hobos as a concept?