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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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<blockquote data-quote="I'm A Banana" data-source="post: 5980771" data-attributes="member: 2067"><p>This kind of thing was my inspiration for the "<a href="http://www.enworld.org/forum/general-rpg-discussion/325751-opinion-i-dont-like-fortune-middle.html" target="_blank">I don't like Fortune-in-the-Middle</a>" post, and that post (terminology quibbles aside) pretty much illustrates my personal problem with that idea of "conflict resolution."</p><p></p><p>Screwing with the chronology of cause-and-effect, removing the element of tension from the future, and (perhaps most importantly) breaking the reinforcing principles of call-and-response gameplay all make what you've described as "conflict resolution" a non-starter for my games.</p><p></p><p>Meanwhile, arriving at the answer to the question "Do I Escape?" by cause-and-effect, call-and-response collaborative storytelling and retaining the element of tension when current actions affecting future outcomes is invaluable.</p><p></p><p>I think it's mechanics based in such that rules can be written to assume or encourage the use of one or the other. And if the rules lean too strongly toward "conflict resolution," it creates a rules system I cannot be very content in playing. It's also true that if it leans too strongly toward "task resolution" that it creates an unworkable system for me. There is a sweet spot somewhere between "Here is a table to determine the quality of horseshoes your mount is given" and "Roll whatever and we'll make some garbage up and that'll be what happens." </p><p></p><p>This is kind of about the level of abstraction, as well.</p><p></p><p>5e CAN unite the base, I think, if it gets a good sliding scale for that, and masters the psychological trick of providing rules without seeming to restrain more abstract tables and allowing abstraction without seeming to unmoor more concrete tables. Labeling everything as an optional module is certainly a start.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5980771, member: 2067"] This kind of thing was my inspiration for the "[URL="http://www.enworld.org/forum/general-rpg-discussion/325751-opinion-i-dont-like-fortune-middle.html"]I don't like Fortune-in-the-Middle[/URL]" post, and that post (terminology quibbles aside) pretty much illustrates my personal problem with that idea of "conflict resolution." Screwing with the chronology of cause-and-effect, removing the element of tension from the future, and (perhaps most importantly) breaking the reinforcing principles of call-and-response gameplay all make what you've described as "conflict resolution" a non-starter for my games. Meanwhile, arriving at the answer to the question "Do I Escape?" by cause-and-effect, call-and-response collaborative storytelling and retaining the element of tension when current actions affecting future outcomes is invaluable. I think it's mechanics based in such that rules can be written to assume or encourage the use of one or the other. And if the rules lean too strongly toward "conflict resolution," it creates a rules system I cannot be very content in playing. It's also true that if it leans too strongly toward "task resolution" that it creates an unworkable system for me. There is a sweet spot somewhere between "Here is a table to determine the quality of horseshoes your mount is given" and "Roll whatever and we'll make some garbage up and that'll be what happens." This is kind of about the level of abstraction, as well. 5e CAN unite the base, I think, if it gets a good sliding scale for that, and masters the psychological trick of providing rules without seeming to restrain more abstract tables and allowing abstraction without seeming to unmoor more concrete tables. Labeling everything as an optional module is certainly a start. [/QUOTE]
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