Conflict Question

Jake, please see the first page of this thread. In the GM’s Turn, the situation can be escalated as a result of a twist or a new obstacle. In the Players’ Turn, a player would have to spend a check to escalate.

The only advantage to be gained in the ensuing conflict would be based on the outcome of the previous conflict. Does that make sense?

Ah, thanks. I must have missed Luke’s response at the bottom of page 1 where he clears that up. It does seem a bit heavy to me to follow up one conflict with another as its resulting complication, but as long as they are different kinds and they both have enough plot significance, there is nothing wrong with doing so.

No problem. Escalating conflicts is heavy-handed given how scenes are typically framed in Mouse Guard. It’s something I would use sparingly or only when initiated by a player.