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Failure stakes for a travel Skill Challenge
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<blockquote data-quote="Manbearcat" data-source="post: 7567639" data-attributes="member: 6696971"><p>I'm not sure what work you intend "probably aren't going to" above. Are you working under some sort of internal causality of the local biome? Are working under genre logic? I guess the primary reason I'm not sure is because I'm certain that I've run enough journey conflict in 4e, Mouse Guard, Cortex+ Heroic Fantasy Exploration, Apocalypse World (where AUF, RaS, OYB and class playbooks do the heavy lifting, unlike UaPJ in Dungeon World), DW, The One Ring, and Strike! (and others I'm omitting I'm sure) where a vast array of situations have arisen. Extreme diversity. </p><p></p><p>The second part I think I'm inherently disagreeing with is that "play to find out" isn't strongly located in journey conflicts. I'm reminded of Vincent Baker's great advice in AW's "respond with 'effery' and intermittent rewards."</p><p></p><p>"I gave Marie what she worked for, but not really what she hoped for."</p><p></p><p>Journey's are exactly this, regardless of the system. The same thing as parleys are or any kind of conflict. </p><p></p><p>The PC's can arrive whole and unscathed, or otherwise, precisely as they had hoped.</p><p></p><p>Or...</p><p></p><p>They can arrive in a myriad of combinations of other conditions where the "other" is imperfect and very so...and some or most of the time that doesn't have to just be maths driven. </p><p></p><p>Perhaps one of their mates has gone missing (or worse)?</p><p></p><p>Perhaps they discovered an unwanted truth along the way?</p><p></p><p>Perhaps a relationship (PC to PC, PC to NPC, or an outlook/perspective) has become complicated?</p><p></p><p>Perhaps they've actually created a problem in the course of a tough decision-point that will have future implications?</p><p></p><p>I guess the point is, in so many games with journey mechanics or travel conflict resolution, there are play principles and actually machinery that push play toward "new and interesting fiction has emerged whereby Gamestate START is clearly differentiated from Gamestate FINISH)"</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7567639, member: 6696971"] I'm not sure what work you intend "probably aren't going to" above. Are you working under some sort of internal causality of the local biome? Are working under genre logic? I guess the primary reason I'm not sure is because I'm certain that I've run enough journey conflict in 4e, Mouse Guard, Cortex+ Heroic Fantasy Exploration, Apocalypse World (where AUF, RaS, OYB and class playbooks do the heavy lifting, unlike UaPJ in Dungeon World), DW, The One Ring, and Strike! (and others I'm omitting I'm sure) where a vast array of situations have arisen. Extreme diversity. The second part I think I'm inherently disagreeing with is that "play to find out" isn't strongly located in journey conflicts. I'm reminded of Vincent Baker's great advice in AW's "respond with 'effery' and intermittent rewards." "I gave Marie what she worked for, but not really what she hoped for." Journey's are exactly this, regardless of the system. The same thing as parleys are or any kind of conflict. The PC's can arrive whole and unscathed, or otherwise, precisely as they had hoped. Or... They can arrive in a myriad of combinations of other conditions where the "other" is imperfect and very so...and some or most of the time that doesn't have to just be maths driven. Perhaps one of their mates has gone missing (or worse)? Perhaps they discovered an unwanted truth along the way? Perhaps a relationship (PC to PC, PC to NPC, or an outlook/perspective) has become complicated? Perhaps they've actually created a problem in the course of a tough decision-point that will have future implications? I guess the point is, in so many games with journey mechanics or travel conflict resolution, there are play principles and actually machinery that push play toward "new and interesting fiction has emerged whereby Gamestate START is clearly differentiated from Gamestate FINISH)" [/QUOTE]
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