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<blockquote data-quote="pemerton" data-source="post: 6175390" data-attributes="member: 42582"><p>These posts made me think of the following passage from the Maelstrom Storytelling rulebook:</p><p></p><p style="margin-left: 20px"><u>se "scene ideas" to convey the scene, instead of literalisms. ... focus on the intent behind the scene and not on how big or how far things might be. If the difficulty of the task at hand (such as jumping across a chasm in a cave) is explained in terms of difficulty, it doesn't matter how far across the actual chasm spans. ... It is then no longer about how far across the character has to jump, but how hard the feat is for the character. ... If the players enjoy the challenge of figuring out how high and far someone can jump, they should be allowed the pleasure of doing so - as long as it doesn't interfere with the narrative flow and enjoyment of the game. </u></p> <p style="margin-left: 20px"><u></u></p> <p style="margin-left: 20px"><u>The scene should be presented therefore in terms relative to the character's abilities ... Players who want to climb onto your coffee table and jump across your living room to prove that their character could jump over the chasm have probably missed the whole point of the story.</u></p><p><u></u></p><p><u></u></p><p><u>This is what 4e does in the case of skill challenges (but not combat, though, which can cause problems with resolution at the interface), and what Marvel Heroic RP does for its whole system: the scene is described in terms of difficulty, not time and distance, and so the "challenge" for the players then becomes more of a narrative one than a tactical one.</u></p><p><u></u></p><p><u>It's not the only workable resolution system, obviously, but I do think it has a lot going for it.</u></p></blockquote><p></p>
[QUOTE="pemerton, post: 6175390, member: 42582"] These posts made me think of the following passage from the Maelstrom Storytelling rulebook: [indent][U]se "scene ideas" to convey the scene, instead of literalisms. ... focus on the intent behind the scene and not on how big or how far things might be. If the difficulty of the task at hand (such as jumping across a chasm in a cave) is explained in terms of difficulty, it doesn't matter how far across the actual chasm spans. ... It is then no longer about how far across the character has to jump, but how hard the feat is for the character. ... If the players enjoy the challenge of figuring out how high and far someone can jump, they should be allowed the pleasure of doing so - as long as it doesn't interfere with the narrative flow and enjoyment of the game. The scene should be presented therefore in terms relative to the character's abilities ... Players who want to climb onto your coffee table and jump across your living room to prove that their character could jump over the chasm have probably missed the whole point of the story.[/U][/indent][U] This is what 4e does in the case of skill challenges (but not combat, though, which can cause problems with resolution at the interface), and what Marvel Heroic RP does for its whole system: the scene is described in terms of difficulty, not time and distance, and so the "challenge" for the players then becomes more of a narrative one than a tactical one. It's not the only workable resolution system, obviously, but I do think it has a lot going for it.[/u] [/QUOTE]
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