Quick Conflict Resolution

This one is pretty alpha. I've not tested it at all

This idea is a modification of the Risk Resolution mechanic that was presented in the 7th quickstart

The Norn lays out a set of actions and determines the number of runes that must be played to counter those actions.

Then the players lay out runes of the same color to counter those actions. So, for example, if an adversary was attempting to block you into a longhouse so they could set it on fire, it might require 3P runes to counter that.

If they fail to counter the actions they will have Consequences. These might be a number of things, but as a suggestion several runes in the drain pile are a good start.

Skills factor into this as well. Any skills that are applicable may apply their rating towards the runes needed. So in our above example, if a Dweller had a 3 in Athletics, the norn might allow him to just ignore that.