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AMA with Bruce R Cordell (The Strange, D&D, Monte Cook Games)
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<blockquote data-quote="BruceRCordell" data-source="post: 6837677" data-attributes="member: 6821968"><p>Heyya Jeff!</p><p></p><p>Any model of reality is, by definition, only a model. Examine any model too closely, and it breaks down. That includes all game rules. The elegance of a game system that focuses on role playing is related to how well the model -seems- to create a consistent reality, and how well it allows the story teller (the GM, and the players) to interact with it in a way that doesn't bog things down.</p><p></p><p>So for example in the Cypher System, the difficulty of every task you can imagine is rated from 1 to 10. Simple things are difficulty 1. Impossible things are difficulty 10. Target numbers are set by the difficulty; difficulty 1 is target number 3; difficulty 2 is target number 6, and so on up by three.</p><p></p><p>So a PC who wants to walk across a narrow log (difficulty 1) would have to roll a 3 or higher on a d20. Unless she's trained in balance-related tasks (which lowers the difficulty by one step), in which case, it becomes a routine task, no roll needed. If she was walking a tightrope (normally a difficulty 3 task), her training in balance would reduce it to difficulty 2. If she carried one of those big balance poles, it would serve as an asset tot he task, reducing the task to difficulty 1. If she were specialized in balancing (reducing difficulty by two steps) and had a pole, difficulty would again become routine. (If someone were shooting at her, that'd probably raise the difficulty again. You get the idea.)</p><p></p><p>That's the basis for the resolution system.</p></blockquote><p></p>
[QUOTE="BruceRCordell, post: 6837677, member: 6821968"] Heyya Jeff! Any model of reality is, by definition, only a model. Examine any model too closely, and it breaks down. That includes all game rules. The elegance of a game system that focuses on role playing is related to how well the model -seems- to create a consistent reality, and how well it allows the story teller (the GM, and the players) to interact with it in a way that doesn't bog things down. So for example in the Cypher System, the difficulty of every task you can imagine is rated from 1 to 10. Simple things are difficulty 1. Impossible things are difficulty 10. Target numbers are set by the difficulty; difficulty 1 is target number 3; difficulty 2 is target number 6, and so on up by three. So a PC who wants to walk across a narrow log (difficulty 1) would have to roll a 3 or higher on a d20. Unless she's trained in balance-related tasks (which lowers the difficulty by one step), in which case, it becomes a routine task, no roll needed. If she was walking a tightrope (normally a difficulty 3 task), her training in balance would reduce it to difficulty 2. If she carried one of those big balance poles, it would serve as an asset tot he task, reducing the task to difficulty 1. If she were specialized in balancing (reducing difficulty by two steps) and had a pole, difficulty would again become routine. (If someone were shooting at her, that'd probably raise the difficulty again. You get the idea.) That's the basis for the resolution system. [/QUOTE]
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