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<blockquote data-quote="Manbearcat" data-source="post: 8270736" data-attributes="member: 6696971"><p>We must be referring to different things when we're talking about conflict resolution mechanics.</p><p></p><p>5e has robust combat conflict resolution mechanics.</p><p></p><p>5e has social conflict resolution mechanics (that are operationalized a la Wheel of Fortune...get pieces of the puzzle and then solve the puzzle).</p><p></p><p>5e, outside of those two, doesn't have any sort of general (or specific) purpose, encoded conflict resolution mechanics that operationalize conflict like 4e Skill Challenges, AW/Blades Clocks, Dungeon World's Perilous Journeys, Dogs in the Vineyard's or Mouse Guard's Conflict mechanics.</p><p></p><p>For instance.</p><p></p><p>Journeys are handled via task resolution and GM decides. They aren't operationalized like conflict resolution. For instance, this would be operationalized Conflict Resolution:</p><p></p><p>* who is the Scout? Who is the Navigator? Who is the Quartermaster?</p><p></p><p>* Scout, here is the situation. Make your Scout move and lets find out what happens. Ok, you got this result. Pick from this menu of results. Ok, here is how the situation has changed (via Danger or Discovery). What do you do with this Danger or this Discovery?</p><p></p><p>* Navigator...</p><p></p><p>* ...rinse, repeat, until you've dealt with all complications, until you turn back, or until you reach your destination.</p><p></p><p></p><p>Conflict Resolution is formal, encoded, structured procedures for resolving a Conflict. Contrast with Task Resolution and GM Decides (where its informal, not encoded, not structured and GM extrapolates based on their personal conception of the situation (a) how things unfold and (b) when Win Con/Loss Con is achieved).</p><p></p><p></p><p></p><p>Its not about <em>me </em>. The implications on actual play of various instantiations of Fail Forward are fundamental...objective.</p><p></p><p>Take the form of Fail Forward that I depicted above. </p><p></p><p>* You cannot lose.</p><p></p><p>* You will achieve your story win.</p><p></p><p>* The GM is basically just keeping the balls in play until they decide enough drama has played out and you get your story win.</p><p></p><p></p><p>You disagree that this particular systemization of Fail Forward is different from an alternative systemization of Fail Forward where:</p><p></p><p>* You can lose</p><p></p><p>* There is encoded structure and constraining principles which dictate how Fail Forward complications emerge and propel play</p><p></p><p>* There is a codified, table-facing Win Condition and Loss Condition.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8270736, member: 6696971"] We must be referring to different things when we're talking about conflict resolution mechanics. 5e has robust combat conflict resolution mechanics. 5e has social conflict resolution mechanics (that are operationalized a la Wheel of Fortune...get pieces of the puzzle and then solve the puzzle). 5e, outside of those two, doesn't have any sort of general (or specific) purpose, encoded conflict resolution mechanics that operationalize conflict like 4e Skill Challenges, AW/Blades Clocks, Dungeon World's Perilous Journeys, Dogs in the Vineyard's or Mouse Guard's Conflict mechanics. For instance. Journeys are handled via task resolution and GM decides. They aren't operationalized like conflict resolution. For instance, this would be operationalized Conflict Resolution: * who is the Scout? Who is the Navigator? Who is the Quartermaster? * Scout, here is the situation. Make your Scout move and lets find out what happens. Ok, you got this result. Pick from this menu of results. Ok, here is how the situation has changed (via Danger or Discovery). What do you do with this Danger or this Discovery? * Navigator... * ...rinse, repeat, until you've dealt with all complications, until you turn back, or until you reach your destination. Conflict Resolution is formal, encoded, structured procedures for resolving a Conflict. Contrast with Task Resolution and GM Decides (where its informal, not encoded, not structured and GM extrapolates based on their personal conception of the situation (a) how things unfold and (b) when Win Con/Loss Con is achieved). Its not about [I]me [/I]. The implications on actual play of various instantiations of Fail Forward are fundamental...objective. Take the form of Fail Forward that I depicted above. * You cannot lose. * You will achieve your story win. * The GM is basically just keeping the balls in play until they decide enough drama has played out and you get your story win. You disagree that this particular systemization of Fail Forward is different from an alternative systemization of Fail Forward where: * You can lose * There is encoded structure and constraining principles which dictate how Fail Forward complications emerge and propel play * There is a codified, table-facing Win Condition and Loss Condition. [/QUOTE]
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