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<blockquote data-quote="Duke_" data-source="post: 9610017" data-attributes="member: 7051408"><p>This a completely separate thing from player-facing mechanics, and unrelated. The usual term for what you're describing is conflict resolution vs task resolution, and it's a completely different design consideration. Look no further than HeroQuest / QuestWorlds. Everything is a contested roll in that system, but you're strongly encouraged to do things like resolve an entire heist with one roll if the focus of your game isn't heists. Heck, even Savage Worlds does this to whatever degree you want to lean into the Quick Encounters rules.</p><p></p><p>Again, completely separate and unrelated, and again I can cite QuestWorlds as an example. It still uses the same gameplay loop, too. Can you explain exactly which step is eliminated by that?</p><p></p><p>This is also unrelated to who's picking up the dice and throwing them. And PBTA doesn't break the loop above because there are "moves" to determine and modifiers to consider in every PBTA game I've read. In fact I find PBTA extremely slow in play because you have to decide what move is being made, what GM moves you're allowed to make on a miss or weak hit (by far my least favorite part of PBTA games), whether the player has a "take +1 forward mod", etc. That's step 3 in the gameplay loop. I don't see what steps those systems eliminate.</p><p></p><p>Sure. But exactly none of that is related to whether or not the GM rolls dice.</p></blockquote><p></p>
[QUOTE="Duke_, post: 9610017, member: 7051408"] This a completely separate thing from player-facing mechanics, and unrelated. The usual term for what you're describing is conflict resolution vs task resolution, and it's a completely different design consideration. Look no further than HeroQuest / QuestWorlds. Everything is a contested roll in that system, but you're strongly encouraged to do things like resolve an entire heist with one roll if the focus of your game isn't heists. Heck, even Savage Worlds does this to whatever degree you want to lean into the Quick Encounters rules. Again, completely separate and unrelated, and again I can cite QuestWorlds as an example. It still uses the same gameplay loop, too. Can you explain exactly which step is eliminated by that? This is also unrelated to who's picking up the dice and throwing them. And PBTA doesn't break the loop above because there are "moves" to determine and modifiers to consider in every PBTA game I've read. In fact I find PBTA extremely slow in play because you have to decide what move is being made, what GM moves you're allowed to make on a miss or weak hit (by far my least favorite part of PBTA games), whether the player has a "take +1 forward mod", etc. That's step 3 in the gameplay loop. I don't see what steps those systems eliminate. Sure. But exactly none of that is related to whether or not the GM rolls dice. [/QUOTE]
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