Conflicts govern moments when opposition becomes active and the outcome can no longer be resolved through a single Performance alone. They cover both Physical and Social confrontations, using the same underlying principles of Position, consequence, momentum, and changing advantage while allowing each type of struggle to express itself differently. A Conflict is not simply a sequence of attacks or arguments; it is a shifting situation in which Heroes pursue goals, respond to pressure, protect what matters, and attempt to change the terms of the encounter before the opposition does.
The Physical and Social chapters explain the current procedures. Their guides summarize play at the table. Position describes the physical Clash track; Extra Targets covers actions involving more than one participant.Physical contains the procedures for direct confrontation, movement, defense, injury, and other bodily stakes, while Social covers conflicts fought through pressure, persuasion, intimidation, reputation, and influence. Guide: Physical and Guide: Social provide practical WorldKeeper guidance for running each form of Conflict at the table. The Position Board explains how advantage and disadvantage are tracked as circumstances change, while Multiple Targets covers situations in which a Hero’s action affects more than one opponent, ally, or objective at once. Together, these sections form the framework for resolving prolonged opposition without reducing every Conflict to a single roll.
Physical Conflict uses Clash, armor breaks, Shield protection and resulting Position. Social Conflict uses Resolve or Intuition opposition, a possible Opening, and at most one Press Further.