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Map-and-key RPGing contrasted with alternatives
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<blockquote data-quote="pemerton" data-source="post: 8936027" data-attributes="member: 42582"><p>This is a cross-post from the other thread, but seems like it is actually a better fit here:</p><p></p><p>Here are four ways of resolving "wilderness"/cross-country travel that are not map-and-key:</p><p></p><p style="margin-left: 20px">* The GM, or perhaps the players and GM together, just describe(s) the travel. It's mere colour, some "joining" narrative that lets us understand what's happened between the resolution of the last scene, and this next one. The Green Knight RPG uses this approach. I almost always use this approach in Prince Valiant.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* The goal of the travel is described by a Scene Distinction, and the mechanical device that the players use to have their PCs achieve that goal is to declare actions that (i) in the fiction, help the PCs achieve their goal (eg gain on their quarry, slow their quarry down, etc) and that (ii) mechanically, ablate the Scene Distinction - if the Scene Distinction is eliminated, the PCs achieve their goal.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* Some non-map-based way of establishing distance, and how punishing that distance is, is used to set a type of obstacle for the travel. The resolution of the travel proceeds by the players declaring actions and/or spending player-side resources that allow them to meet the obstacle, or to offset it in some fashion. (I've got in mind, here, the Torchbearer rules for Journeys. A 4e skill challenge can also look a bit like this.)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* The player describes their intent-and-task (eg "I am going to cross the desert on my camel!") and the GM sets an obstacle using whatever the rules are for doing that. Then the player rolls the dice and appropriate consequences are narrated as the system dictates.</p><p></p><p>I doubt the above four cover the field. And then there are possibilities of mixing them - eg in Apocalypse World if a player declares "I cross the burn flats in my car", the next step in resolution will depend on whether or not that is an attempt to impress someone (in which case it might be Seduce/Manipulate, depending on further details) or is being done under pressure of some sort (in which case it is probably Acting Under Fire) or does not trigger any player-side move, in which case the GM's job is to make a move (probably soft) in response. So if a move is triggered it might look a bit like my fourth dot point; but otherwise it looks the most like my first dot point.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8936027, member: 42582"] This is a cross-post from the other thread, but seems like it is actually a better fit here: Here are four ways of resolving "wilderness"/cross-country travel that are not map-and-key: [indent]* The GM, or perhaps the players and GM together, just describe(s) the travel. It's mere colour, some "joining" narrative that lets us understand what's happened between the resolution of the last scene, and this next one. The Green Knight RPG uses this approach. I almost always use this approach in Prince Valiant. * The goal of the travel is described by a Scene Distinction, and the mechanical device that the players use to have their PCs achieve that goal is to declare actions that (i) in the fiction, help the PCs achieve their goal (eg gain on their quarry, slow their quarry down, etc) and that (ii) mechanically, ablate the Scene Distinction - if the Scene Distinction is eliminated, the PCs achieve their goal. * Some non-map-based way of establishing distance, and how punishing that distance is, is used to set a type of obstacle for the travel. The resolution of the travel proceeds by the players declaring actions and/or spending player-side resources that allow them to meet the obstacle, or to offset it in some fashion. (I've got in mind, here, the Torchbearer rules for Journeys. A 4e skill challenge can also look a bit like this.) * The player describes their intent-and-task (eg "I am going to cross the desert on my camel!") and the GM sets an obstacle using whatever the rules are for doing that. Then the player rolls the dice and appropriate consequences are narrated as the system dictates.[/indent] I doubt the above four cover the field. And then there are possibilities of mixing them - eg in Apocalypse World if a player declares "I cross the burn flats in my car", the next step in resolution will depend on whether or not that is an attempt to impress someone (in which case it might be Seduce/Manipulate, depending on further details) or is being done under pressure of some sort (in which case it is probably Acting Under Fire) or does not trigger any player-side move, in which case the GM's job is to make a move (probably soft) in response. So if a move is triggered it might look a bit like my fourth dot point; but otherwise it looks the most like my first dot point. [/QUOTE]
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