I'm not sure where the discussion regarding last night's (Tuesday, Dec. 29th) session of TB ended, but when I left we were discussing an asymmetrical conflict with gigantic bats. To summarize, as a Twist from a failed test 7 gigantic bats flew into the room we were in and began buffeting us with their leathery wings and clawing and biting at us. We decided to run for it. Kemba the minotaur shouted "Run!" so GM elected for a Flee conflict. The GM announced that the Bats had a Goal to sic "severely hurt us and drive us off". We were thoroughly beaten in the Flee conflict, gaining only a minor compromise. As a result of our losing the Conflict we were allowed to Flee while gaining Injured and Angry conditions. However, we were only allowed to Flee down the tunnel from which we had come, or down another tunnel in the room, but not through the door we had opened to leave the room (through which the bats came). I think all three of us players agreed that the result of our failure was really (unduly?) harsh and some of us agreed that is was an incorrect usage of some rules. Some thoughts (no book with me, so no page numbers for now), 1. The loser of a Conflict does not achieve their goal. That said we should not have been able to flee. the obvious result here is that we cannot flee the room and are forced into another Conflict to Drive Off or Kill the bats, or a Group Test to do the same thing if another Conflict is not desired. It was a quick Flee Conflict, so a subsequent combat conflict would have been fine and fit the narrative well. 2. The loser of a Conflict can achieve part of their goal with a compromise. We had only a minor compromise so we should have gotten something useful, although minor. One of us could have successfully fled (not very useful), or maybe we force one or two of the bats from the room, making a subsequent combat easier (very useful). Or maybe give a condition to the bats, like Angry or Afraid, for interloping in an area they clearly did not want us in (also useful), or maybe they get Hungry/Thirsty since they haven't eaten us yet (also useful and pretty minor). 3. Since we could not achieve our goal, the option to let us achieve it and give out conditions (like for a failed Test) should not have been an option. Even if it had, giving out Injured with any other condition is wicked harsh. Injured in a bitch of a condition on its own, and adding another condition to it is adding insult to injury. Also, getting injured didn't seem to really fit with the conflict. We were trying to run. Yes, they were big bats, but it seemed out of place in my opinion. Afraid would have been a good option if it had been a failed Test. 4. Even if we could have achieved our goal and fled, we were restricted in the direction we could go, as a result of our losing the Conflict. This really felt like 3 punishments for losing. Two conditions plus our path was blocked. It's already been mentioned that we could have returned to take on the bats later, but again, all 3 negative consequences as a result of losing a Conflict was tough to swallow. It seemed to fit the narrative equally well that with the bats in the room, flying around, we could have just as easily slipped through the door, as either tunnel. It felt like closing off that option was a result of the Goal of the bats, which they should not have had anyways. I think this speaks to why Monsters do not have goals. Their goal was a) to injure us and b) to drive us off. Those are two different things, and then we were angry about it on top of that. 5. There was mention of an asymmetrical conflict, which allowed the bats to have their own goal against our own. I don't think this is the way asymmetrical conflicts are meant to be played out: There are some good threads in the forums regarding this: <a href="https://www.burningwheel.com/forum/showthread.php" rel="nofollow">https://www.burningwheel.com/forum/showthread.php</a>?... <a href="https://www.burningwheel.com/forum/showthread.php" rel="nofollow">https://www.burningwheel.com/forum/showthread.php</a>?... <a href="https://www.burningwheel.com/forum/showthread.php" rel="nofollow">https://www.burningwheel.com/forum/showthread.php</a>?... Monsters/Opponents don't have goals. The writing is a bit weird in TB in places, but the Intent section in the Conflicts Chapter is pretty clear. The players determine the Conflict. The game is from their perspective, not the monsters'. Asymmetrical conflicts refer to a difference in Might which means one side can do something the other can't, like a Dragon being able to Kill PC's while they cannot kill it. That doesn't mean if the PC's try to flee from it the dragon can kill them. It simply means the players cannot enter into a Kill conflict with it, so if they try the GM can say, "The ancient beast is gigantic, it's dripping maw of razor-sharp fangs the size of a halfling cottage. Suddenly your once stout spear feels like a toothpick in your hand, and your heart sinks knowing you cannot best this beast." Now you really have no option but to flee. A caveat to this is that anyone that has the Injured condition can be killed by a failed Test or lost Conflict. That means anyone with Injured that loses a Flee Conflict with a dragon CAN be killed. In fact, a character with Injured fleeing from kobolds that loses the Conflict could be killed. The links above discuss this at greater length, giving many more interesting examples, and address what happens if Might changes during a Conflict. Finally, I want to give us all a pat on the back. Despite the potential hang up of getting bent out of shape on the rules during the game, we all sucked it up (not mechanically speaking) and moved on. That was the right choice. The game progressed, we survived, and we had fun. Rules discussions should be done after the game so that everyone is in agreement and understands what is happening. The asymmetrical conflict/Might issue has taken up a lot of forum space; it's obviously not always crystal clear. I grappled with it at least a couple of times in the Moathouse.