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Introducing Complications Without Forcing Players to Play the "Mother May I?" Game
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<blockquote data-quote="chaochou" data-source="post: 7556673" data-attributes="member: 99817"><p>I think you've answered your own question here - or at least have identified the answer <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>The key is in having resolution mechanics which resolve the situation stipulated by the player, instead of (often a series of) related conflicts which still gives the GM freedom to allow or deny the desired outcome.</p><p></p><p>To give an example, a thief is in the house of a wizard to obtain a rare vial of demon blood.</p><p></p><p>Do your resolution mechanics determine:</p><p>a) the success of the thief finding the vial?</p><p>Or</p><p>b) the success of the thief picking locks and cracking safes and sneaking about the place?</p><p></p><p>Resolution mechanic (a) offers players a concrete way to play for what they are interested in, while (b) offers a clear way for the game to descend into Mother-May-I type play.</p><p></p><p>Some games have rules which clearly say 'if they make the roll they get the vial'. Others only let them make rolls for individual actions, but leave them completely reliant on the GM to decide whether such rolls are relevant to their objectives.</p><p></p><p>Your mechanical chassis is either solving the problem, or creating it. It's very rare for system to be neutral in this regard, although it does happen (for example, I'd accept an argument that Traveller can lean in both directions).</p></blockquote><p></p>
[QUOTE="chaochou, post: 7556673, member: 99817"] I think you've answered your own question here - or at least have identified the answer :) The key is in having resolution mechanics which resolve the situation stipulated by the player, instead of (often a series of) related conflicts which still gives the GM freedom to allow or deny the desired outcome. To give an example, a thief is in the house of a wizard to obtain a rare vial of demon blood. Do your resolution mechanics determine: a) the success of the thief finding the vial? Or b) the success of the thief picking locks and cracking safes and sneaking about the place? Resolution mechanic (a) offers players a concrete way to play for what they are interested in, while (b) offers a clear way for the game to descend into Mother-May-I type play. Some games have rules which clearly say 'if they make the roll they get the vial'. Others only let them make rolls for individual actions, but leave them completely reliant on the GM to decide whether such rolls are relevant to their objectives. Your mechanical chassis is either solving the problem, or creating it. It's very rare for system to be neutral in this regard, although it does happen (for example, I'd accept an argument that Traveller can lean in both directions). [/QUOTE]
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Introducing Complications Without Forcing Players to Play the "Mother May I?" Game
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