in a conflict the patrol wants “X”. Don’t make your goal “you don’t get X”. If you win and they loose they won’t get X anyway so make it a different thing like “I get to destroy Y”.
I finally came to this conclusion when thinking about Duel of Wits and why my consequences wheren’t as hard as i would hoped.
This process (“They want X, what do you want? Not X? Fine, looks like they’re just rolling against Will. Oh you want a compromise? WTF do you want, then?”) makes my new BW players totally bonkers, on par with abstract Resources, Let it Ride and Fight! scripting. It’s on the short list of traditional play habits that I’ve found produces the most friction.
Luckily it just takes the once for it all to make sense!