By whom?Right. To some degree I think the concepts of no-myth and conflict resolution are being combined when they don't need to be.
Not by those of us who are familiar with (say) DitV, or HeroWars (Glorantha brings a lot of myth) or 4e D&D.
By whom?Right. To some degree I think the concepts of no-myth and conflict resolution are being combined when they don't need to be.
Because what is resolved is not whether or not my blow slashes his face (the task) but whether or not I force him off-balance (the goal of the declared action).Yes, and I asked what makes that not task resolution.
Here is DitV (p 138):I think task resolution can be played in a say yes or roll the dice way as well.
Who decides what is uncertain? Based on what principles? Who decides if there is a meaningful consequence for failure, or if "the stakes" matter? Or, for that matter, what the stakes are?The relevant 5e DMG237 text is this (which must be read together with PHB174)
USING ABILITY SCORESWhen a player wants to do something, it's often appropriate to let the attempt succeed without a roll or a reference to the character's ability scores. For example, a character doesn't normally need to make a Dexterity check to walk across an empty room or a Charisma check to order a mug of ale. Only call for a roll if there is a meaningful consequence for failure. When deciding whether to use a roll, ask yourself two questions:Is a task so easy and so free of conflict and stress that there should be no chance of failure?Is a task so inappropriate or impossible- such as hitting the moon with an arrow-that it can't work?If the answer to both of these questions is no, some kind of roll is appropriate. The following sections provide guidance on determining whether to call for an ability check, attack roll, or saving throw; how to assign DCs; when to use advantage and disadvantage; and other related topics.MULTIPLE ABILITY CHECKSSometimes a character fails an ability check and wants to try again. In some cases, a character is free to do so; the only real cost is the time it takes. With enough attempts and enough time, a character should eventually succeed at the task. To speed things up, assume that a character spending ten times the normal amount of time needed to complete a task automatically succeeds at that task. However, no amount of repeating the check allows a character to turn an impossible task into a successful one. In other cases, failing an ability check makes it impossible to make the same check to do the same thing again. For example, a rogue might try to trick a town guard into thinking the adventurers are undercover agents of the king. If the rogue loses a contest of Charisma (Deception) against the guard's Wisdom (Insight), the same lie told again won't work. The characters can come up with a different way to get past the guard or try the check again against another guard at a different gate. But you might decide that the initial failure makes those checks more difficult to pull off.
I've discussed this text here, and would draw attention to my third bullet under "For emphasis" which frames refereeing it in terms of what I might now call VM-ship. The general through-line is something like - player expresses their intentions in their choice of performances, and GM (functioning as VM) gives regard to those intentions by assigning them as binding consequences in resolution. And we're only rolling if it's uncertain and the stakes matter. In the past I would have thought of this as task-resolution based on the immediacy of intentions to performance (a basic legitimate intention for opening a safe would be to see what's in the safe, but game-state could legitimate getting the dirt.) But that does not fit your take on task-resolution, so I'm wondering if you'd call it conflict-resolution? You might also see how this prompted my earlier question about how we know how far out a goal has to be, before it normally counts as reaching.
Then we're not playing a conflict-resolution oriented RPG. We're playing a RPG in which players declare actions to prompt the GM to reveal more hidden backstory, as per my post 789 upthread.What about when the goal is simply to perform the task and see what happens next? For example opening a safe just to see if there's anything in there worth stealing, or climbing a curtain wall around a manor house just to see what other obstacles might lie between the wall and the building before attempting a break-in.
What RPG are you talking about?Say the GM establishes what victory in the conflict means. In what way exactly is the scene now not closed?
Then there’s a major communication gap, because that’s exactly the ones it seems to me are combining no-myth and conflict resolution.By whom?
Not by those of us who are familiar with (say) DitV, or HeroWars (Glorantha brings a lot of myth) or 4e D&D.
Maybe a dumb question - what constitutes a scene?The entire point of closed scene resolution is that at the start of the scene the group establishes what victory in the conflict means. Within the context of a game within which players are allowed to set the aims of their characters how then could that not be conflict resolution? I mean if the GM is disregarding that predetermined victory state than they are no longer engaging in closed scene resolution.
I can't speak to HeroWars, as I've never played it. And, at least in my group 4e, as we played, played very much like previous editions of D&D (this, I think was our failing, as we didn't gel with 4e as a group — three of us were invested and two of us played like it was 1e; this did not work). I'm not sure that 4e would be no-myth even if played as intended, but it was playable in more or less traditional ways in my experience.Then there’s a major communication gap, because that’s exactly the ones it seems to me are combining no-myth and conflict resolution.
I’m being toldI can't speak to HeroWars, as I've never played it. And, at least in my group 4e, as we played, played very much like previous editions of D&D (this, I think was our failing, as we didn't gel with 4e as a group — three of us were invested and two of us played like it was 1e; this did not work). I'm not sure that 4e would be no-myth even if played as intended, but it was playable in more or less traditional ways in my experience.
Dogs, on the other hand, is explicitly not no-myth — the GM comes to the table with a town created (as @pemerton mentions above).
I'm only speaking of Dogs here. We're in alignment on 1 and 3 completely and to some degree on 2, too (inasmuch as I don't have much appetite to go back through the thread to find the quote either). But there's absolutely unrevealed backstory in Dogs and the process of play is absolutely conflict resolution.I’m being told
1. Myth is GM curated backstory. No myth is the absence of this.
2. Games with any as of yet unrevealed backstory are not conflict resolution. If necessary I’ll find the quote, but hopefully this isn’t in dispute.
3. DitV is conflict resolution but has at moments in play unrevealed backstory.
Somethings not adding up here.