CONTEST FRAMING OVERVIEW
When a conflict arises during the game, you and your GM start by clearly agreeing on:
• Goal—What are you trying to achieve? We also call this the prize.
• Story Obstacle—What are you trying to overcome or what question are you trying to answer?
• Tactic—What are you doing to overcome it?
• Outcome—The GM outlines the possible results of failure.
This process is called framing the contest.
RESOLVING OBSTACLES
Contests in QuestWorlds don’t simply tell you how well you performed at a particular task, they tell you whether or not you overcame a story obstacle, which moves the story in a new direction. Unlike some other roleplaying games, a contest in QuestWorlds does not resolve a task, it resolves the whole story obstacle.
A story obstacle can be resolved in many different ways. For example, if you need secret records that are stored in a vault in a government compound, your goal is to get the information. Resolving that story obstacle may involve many tasks, including: evading patrols, neutralizing guards, lock picking, forging credentials, etc. The contest doesn’t address those tasks individually; rather, it is framed around the one key moment that resolves the story obstacle as a whole.
You will select a character ability to resolve an obstacle. We call this choosing a tactic (see Tactics, p.29). In the example above, this could be a stealth ability to sneak past patrols, a combat ability to take the guards out, or a thief ability to pick a lock. A contest with this ability is the dramatic hinge on which the resolution of the story obstacle rests.
In another example, if an ally has been accused of treason by the king, your goal is to prove their innocence. The king’s threat against your ally is the story obstacle to be overcome. The conflict could be resolved in many different ways. Tasks could involve writs of appeal, gaining the support of disaffected barons, or trial by combat. The overall conflict encompasses all those things. The choice of ability to overcome the obstacle could include Lawyer, Intriguer, or Knight Errant.
A conflict to overcome a story obstacle moves the story forward when it is resolved. If it is merely a step toward resolving a story obstacle, it is a task and not a conflict. While those component tasks may be interesting parts of narrating events, they do not move the story in a new direction. So, your GM should be sure to look for the story obstacle in a conflict when framing a contest.
If there is no story obstacle to your actions, your GM should not call for a contest, but simply let you narrate what you do, provided that seems credible.
For example, you are traveling from one star system to another. On the next planet, you hope to confront the aged rebel who holds long-forgotten secrets that could bring freedom to the galaxy. Your GM feels there is no useful story obstacle for you to contest against, and so lets you describe heading down to the spaceport to secure a ship, meeting the captain and crew of your vessel, and traveling to the next world. Your GM encourages you to summarize what happens quickly, so you can get to the meeting with the old rebel. Your GM knows the story obstacle, convincing the old rebel to part with their secrets, is the real drama.