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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Ben Riggs' "What the Heck Happened with 4th Edition?" seminar at Gen Con 2023
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<blockquote data-quote="pemerton" data-source="post: 9225118" data-attributes="member: 42582"><p>I'm thinking of HeroWars/Quest, Maelstrom Storytelling, a Duel of Wits or Fight! or Range and Cover in Burning Wheel, the general conflict resolution framework in Torchbearer (I think Mouse Guard is the same or similar), action scene resolution in MHRP/Cortex+ Heroic, and skill challenges. There are probably other examples I don't know of or have forgotten.</p><p></p><p>What these have in common is that, once the scene is "announced", resolution happens by reference to a "closed" framework (eg the dissipation of one side's action points in HeroWars/Quest; the required number of successes, or 3 failures, in a skill challenge; etc). While the scene remains on-foot, the GM must narrate consequences of particular actions in such a way that possibilities of both success and failure are not fore-closed; while also keeping in mind that, once the scene is done, the appropriate final consequence will need to be narrated whether it be success or failure.</p><p></p><p>Even though the technical details across these systems are different, many of the basic demands on the GM, and appropriate techniques, are shared. I find Robin Laws's discussion in HeroWars and in HeroQuest revised to be especially helpful. Maelstrom is also quite good. As I posted upthread, I think the 4e skill challenge advice is a bit underdone, with DMG 2 being the best (it tries to tackle the need for individual action resolutions and consequences to matter, while at the same time being located within the overarching context of resolving the situation).</p></blockquote><p></p>
[QUOTE="pemerton, post: 9225118, member: 42582"] I'm thinking of HeroWars/Quest, Maelstrom Storytelling, a Duel of Wits or Fight! or Range and Cover in Burning Wheel, the general conflict resolution framework in Torchbearer (I think Mouse Guard is the same or similar), action scene resolution in MHRP/Cortex+ Heroic, and skill challenges. There are probably other examples I don't know of or have forgotten. What these have in common is that, once the scene is "announced", resolution happens by reference to a "closed" framework (eg the dissipation of one side's action points in HeroWars/Quest; the required number of successes, or 3 failures, in a skill challenge; etc). While the scene remains on-foot, the GM must narrate consequences of particular actions in such a way that possibilities of both success and failure are not fore-closed; while also keeping in mind that, once the scene is done, the appropriate final consequence will need to be narrated whether it be success or failure. Even though the technical details across these systems are different, many of the basic demands on the GM, and appropriate techniques, are shared. I find Robin Laws's discussion in HeroWars and in HeroQuest revised to be especially helpful. Maelstrom is also quite good. As I posted upthread, I think the 4e skill challenge advice is a bit underdone, with DMG 2 being the best (it tries to tackle the need for individual action resolutions and consequences to matter, while at the same time being located within the overarching context of resolving the situation). [/QUOTE]
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General Tabletop Discussion
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Ben Riggs' "What the Heck Happened with 4th Edition?" seminar at Gen Con 2023
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