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Generative resolution
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<blockquote data-quote="thefutilist" data-source="post: 9849966" data-attributes="member: 7044566"><p>I went and thought about it for a bit, especially in the context of more low-myth systems, and there were complicating factors (I don’t appreciate the irony).</p><p></p><p>If we take very bare bones conflict resolution it works as follows:</p><p></p><p>One: Triggers when an ACTION in attempted in the fiction that is OPPOSED by another character’s ACTION in the fiction.</p><p></p><p>Two: Has explicit stakes due to the above.. The ACTIONS of one force win out. ACTIONS can get fuzzy but it’s the same (more or less) as the task, tactics, involved.</p><p></p><p>Three: Any generation must predominantly be done before the roll. This gets very fuzzy but at the least ‘something’ must exist that allows the conflict mechanism to trigger. Even if that’s a social network and even if it’s decided right there and then that this ‘character’ is implicit in the scene.</p><p></p><p>So let’s take a haggling scenario. I’m a broke rockstar who has just turned up to L.A with $3 in my pocket. There is a vendor who is selling hotdogs for $8. I haggle with him to bring the price down. I am opposed by his self-interest (let’s say). The roll determines whether the haggling or self-interest wins out. The ACTION RESOLUTION causes a positional change (or not).</p><p></p><p>Let’s take a counter example.</p><p></p><p>I’m a broke rockstar trying to open the safe of a pharmacist, by picking the lock, to get to the medications inside. If my roll means I pick the lock anyway but it then determines what is inside, say on a failure there’s nothing there but aspirin, it’s a different kind of resolution than the first kind. Specifically because picking the lock, the ACTION, is orthogonal to the resolution.</p><p></p><p>I suspect that distinction makes sense to both of us but I want to check before getting into some PbtA stuff and what Harper is saying. I want to put Torchbearer aside for the time being. I think it does some fascinating stuff but I don’t want to muddy the waters.</p></blockquote><p></p>
[QUOTE="thefutilist, post: 9849966, member: 7044566"] I went and thought about it for a bit, especially in the context of more low-myth systems, and there were complicating factors (I don’t appreciate the irony). If we take very bare bones conflict resolution it works as follows: One: Triggers when an ACTION in attempted in the fiction that is OPPOSED by another character’s ACTION in the fiction. Two: Has explicit stakes due to the above.. The ACTIONS of one force win out. ACTIONS can get fuzzy but it’s the same (more or less) as the task, tactics, involved. Three: Any generation must predominantly be done before the roll. This gets very fuzzy but at the least ‘something’ must exist that allows the conflict mechanism to trigger. Even if that’s a social network and even if it’s decided right there and then that this ‘character’ is implicit in the scene. So let’s take a haggling scenario. I’m a broke rockstar who has just turned up to L.A with $3 in my pocket. There is a vendor who is selling hotdogs for $8. I haggle with him to bring the price down. I am opposed by his self-interest (let’s say). The roll determines whether the haggling or self-interest wins out. The ACTION RESOLUTION causes a positional change (or not). Let’s take a counter example. I’m a broke rockstar trying to open the safe of a pharmacist, by picking the lock, to get to the medications inside. If my roll means I pick the lock anyway but it then determines what is inside, say on a failure there’s nothing there but aspirin, it’s a different kind of resolution than the first kind. Specifically because picking the lock, the ACTION, is orthogonal to the resolution. I suspect that distinction makes sense to both of us but I want to check before getting into some PbtA stuff and what Harper is saying. I want to put Torchbearer aside for the time being. I think it does some fascinating stuff but I don’t want to muddy the waters. [/QUOTE]
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