clearstream
(He, Him)
This sort of example is why I count immediate, parsimonious intents into conflict resolution, i.e. I don't get hung up on blurring the lines on account of immediacy.Yet it's blindingly obvious that the difference is very big. And it consists in a range of things, including how stakes are established (in part in virtue of how prepped fiction is actively revealed in play) and how conflicts are resolved and how consequences of conflicts are established.
That difference is what is labelled by contrasting task resolution and conflict resolution.
And we can boil it down to a single example: in classic D&D play, there is nothing degenerate about an action declaration to listen at a door, or to search for a secret door, even though the GM knows there is nothing to be discovered by doing so. In DitV that is a degenerate situation: as I posted way upthread in response to @Crimson Longinus, it would be a sign that the GM has made some sort of error in their play of the game.
These differences in principles, procedures, technical modes of resolution - they are real things.
If you have no familiarity with any games that use conflict resolution, or that use closed scene resolution, then on what basis are you making confident assertions about how they do and don't play, and how the techniques that they use do or don't work?
And here's another example:
Let me post the following once again:
Whether you roll for each flash of the blade or only for the whole fight is a whole nother issue: scale, not task vs. conflict. This is sometimes confusing for people; you say "conflict resolution" and they think you mean "resolve the whole scene with one roll." No, actually you can conflict-resolve a single blow, or task-resolve the whole fight in one roll:"I slash at his face, like ha!" "Why?" "To force him off-balance!"Conflict Resolution: do you force him off-balance?Roll: Loss!"He ducks side to side, like fwip fwip! He keeps his feet and grins."
Here I am thinking about what principles or rules compell GM one way or another (and their purpose). Game designers lean heavily on GMs... or perhaps aim to keep it open. As given, the resolution method here gives no output relevant to reaching the ship (no time quotient, no distance travelled, no dramatic progress.) It's down to GM to have something in mind and apply it. All this one-roll combat resolution method is doing is gatekeeping referee-side resolution."I fight him!" "Why?" "To get past him to the ship before it sails!"Task Resolution: do you win the fight (that is, do you fight him successfully)?Roll: Success!"You beat him! You disarm him and kick his butt!"(Unresolved, left up to the GM: do you get to the ship before it sails?)(Those examples show small-scale conflict resolution vs. large-scale task resolution.)
"I fight him!" "Why?" "To get past him to the ship before it sails!"
Task Resolution: do you win the fight (that is, do you fight him successfully)?
Roll: Fail!
"He beats you! Disarm's you, and kicks your butt! The ship slips its berth... without you."
It's natural here to suppose fail would resolve intent (negatively) but that was still down to referee. I'm finding the mental model of task resolution as gate useful.
player intentional act > performance result > intent resolved
player intentional act > performance result > contribution to creative purpose resolved
As I've noted upthread, it changes the information state of the game. In D&D it may be a weak action, but it's not a degenerate one. Listening at the door is done to make it less likely (on silence) that it is dangerous to open it. If we open one hundred doors with random dungeon rooms behind them, and listen at all of them: that will reduce our dangerous-door-opening-rate.To close this thread, let me reiterate this: in classic D&D play, there is nothing degenerate about an action declaration to listen at a door, or to search for a secret door, even though the GM knows there is nothing to be discovered by doing so. In DitV that is a degenerate situation: it would be a sign that the GM has made some sort of error in their play of the game.
Last edited: