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Commentary thread for that “Describe your game in five words” thread.
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<blockquote data-quote="kenada" data-source="post: 8694683" data-attributes="member: 70468"><p>“<a href="https://www.enworld.org/threads/describe-your-last-rpg-session-in-5-words.679952/post-8694681" target="_blank">Barbarian encountered the safe problem</a>”</p><p></p><p>For today’s session, the party wanted to blaze a trail from town back to their manor. They put together an expedition with supplies and guards and all that good stuff. The thief along with their wilderness guide worked together to chart a course back. On one of the Survive (WIS) rolls, the thief got a partial success. He was able to make progress on their trip, but there was going to be a cost to camping. I decided there would be an animal graveyard nearby. I figured it might weird them out a bit, and it would be a poor place to camp, so it would increase the danger on the events check. The barbarian found this very interesting. She doesn’t like magic and was concerned it was cursed.</p><p></p><p>The safe problem is an example Vincent Baker uses in describing <a href="http://www.lumpley.com/hardcore.html#4" target="_blank">task resolution versus conflict resolution</a>. In particular, when deciding the stakes. In a task resolution game, the stakes are: did you succeed at cracking the safe? In a conflict resolution game, did you succeed at getting the dirt?</p><p></p><p>The barbarian class in my homebrew system takes inspiration from the AD&D barbarian. One of the specializations available is Detect Magic, which the barbarian in my game has. So she set the stakes: is this area cursed? Or rather, is it <em>safe</em>? So the barbarian rolled, and failed. The area wasn’t safe. As she walked into the graveyard, some of the skulls started turning to follow her. The cleric got out her holy symbol, and they proceeded to drive away the evil.</p><p></p><p>The rest of the session went pretty well after that. The party made it back to their manor and successfully created a map, so they can use that to navigate between town and their manor without having to roll.</p></blockquote><p></p>
[QUOTE="kenada, post: 8694683, member: 70468"] “[URL='https://www.enworld.org/threads/describe-your-last-rpg-session-in-5-words.679952/post-8694681']Barbarian encountered the safe problem[/URL]” For today’s session, the party wanted to blaze a trail from town back to their manor. They put together an expedition with supplies and guards and all that good stuff. The thief along with their wilderness guide worked together to chart a course back. On one of the Survive (WIS) rolls, the thief got a partial success. He was able to make progress on their trip, but there was going to be a cost to camping. I decided there would be an animal graveyard nearby. I figured it might weird them out a bit, and it would be a poor place to camp, so it would increase the danger on the events check. The barbarian found this very interesting. She doesn’t like magic and was concerned it was cursed. The safe problem is an example Vincent Baker uses in describing [URL='http://www.lumpley.com/hardcore.html#4']task resolution versus conflict resolution[/URL]. In particular, when deciding the stakes. In a task resolution game, the stakes are: did you succeed at cracking the safe? In a conflict resolution game, did you succeed at getting the dirt? The barbarian class in my homebrew system takes inspiration from the AD&D barbarian. One of the specializations available is Detect Magic, which the barbarian in my game has. So she set the stakes: is this area cursed? Or rather, is it [I]safe[/I]? So the barbarian rolled, and failed. The area wasn’t safe. As she walked into the graveyard, some of the skulls started turning to follow her. The cleric got out her holy symbol, and they proceeded to drive away the evil. The rest of the session went pretty well after that. The party made it back to their manor and successfully created a map, so they can use that to navigate between town and their manor without having to roll. [/QUOTE]
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