Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Talking About An Apocalypse: Looking At Apocalypse World 2E
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 7747122" data-attributes="member: 42582"><p>I'm not sure which <em>game</em> you're referring to.</p><p></p><p>But this, from ]url=http://lumpley.com/hardcore.html]the same post by Vincent Baker[/url] that I linked to above, seems like it might be relevant to:</p><p></p><p style="margin-left: 20px">In task resolution, what's at stake is the task itself. "I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!" What's at stake is: do you crack the safe?</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">In conflict resolution, what's at stake is why you're doing the task. "I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!" What's at stake is: do you get the dirt on the supervillain?</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Which is important to the resolution rules: opening the safe, or getting the dirt? That's how you tell whether it's task resolution or conflict resolution.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Task resolution is succeed/fail. Conflict resolution is win/lose. You can succeed but lose, fail but win.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">In conventional rpgs, success=winning and failure=losing only provided the GM constantly maintains that relationship - by (eg) making the safe contain the relevant piece of information after you've cracked it. It's possible and common for a GM to break the relationship instead, turning a string of successes into a loss, or a failure at a key moment into a win anyway.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Let's assume that we haven't yet established what's in the safe.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">"I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!"</p> <p style="margin-left: 20px">It's task resolution. Roll: Success!</p> <p style="margin-left: 20px">"You crack the safe, but there's no dirt in there, just a bunch of in-order papers."</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">"I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!"</p> <p style="margin-left: 20px">It's task resolution. Roll: Failure!</p> <p style="margin-left: 20px">"The safe's too tough, but as you're turning away from it, you see a piece of paper in the wastebasket..."</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">(Those examples show how, using task resolution, the GM can break success=winning, failure=losing.)</p><p></p><p>I've read a lot of adventure modules that exemplify the point about task resolution.</p><p></p><p>In the context of PbtA, this closing remark of that same post seems apposite:</p><p></p><p style="margin-left: 20px">Something I haven't examined: in a conventional rpg, does task resolution + consequence mechanics = conflict resolution? "Roll to hit" is task resolution, but is "Roll to hit, roll damage" conflict resolution?</p></blockquote><p></p>
[QUOTE="pemerton, post: 7747122, member: 42582"] I'm not sure which [I]game[/I] you're referring to. But this, from ]url=http://lumpley.com/hardcore.html]the same post by Vincent Baker[/url] that I linked to above, seems like it might be relevant to: [indent]In task resolution, what's at stake is the task itself. "I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!" What's at stake is: do you crack the safe? In conflict resolution, what's at stake is why you're doing the task. "I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!" What's at stake is: do you get the dirt on the supervillain? Which is important to the resolution rules: opening the safe, or getting the dirt? That's how you tell whether it's task resolution or conflict resolution. Task resolution is succeed/fail. Conflict resolution is win/lose. You can succeed but lose, fail but win. In conventional rpgs, success=winning and failure=losing only provided the GM constantly maintains that relationship - by (eg) making the safe contain the relevant piece of information after you've cracked it. It's possible and common for a GM to break the relationship instead, turning a string of successes into a loss, or a failure at a key moment into a win anyway. Let's assume that we haven't yet established what's in the safe. "I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!" It's task resolution. Roll: Success! "You crack the safe, but there's no dirt in there, just a bunch of in-order papers." "I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!" It's task resolution. Roll: Failure! "The safe's too tough, but as you're turning away from it, you see a piece of paper in the wastebasket..." (Those examples show how, using task resolution, the GM can break success=winning, failure=losing.)[/indent] I've read a lot of adventure modules that exemplify the point about task resolution. In the context of PbtA, this closing remark of that same post seems apposite: [indent]Something I haven't examined: in a conventional rpg, does task resolution + consequence mechanics = conflict resolution? "Roll to hit" is task resolution, but is "Roll to hit, roll damage" conflict resolution?[/indent] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Talking About An Apocalypse: Looking At Apocalypse World 2E
Top