niklinna
satisfied?
This brings to my mind another kind of distinction.More or less, yes. Here, the crux of the point is that restricting the available options can emphasize, for the lack of a better term, system mastery. Whether it's "connected" to fiction or not, the way I see it, is secondary here.
The larger theoretical framework is still very much in development, I'm in the process of honing my understanding of my preferences myself, and trying to explain them to other people is a part of that.
As it stands, today, 20.03.2023, there're two largest pieces of the puzzle:
- A) Disconnecting resolution from fiction (as in, it doesn't matter what the character is actually doing as their situation, abilities and whatnot bear no influence on the outcome, and the rules don't try to model the game world in any sense, only being concerned with distributing narrative authority) emphasizes authorial intent of the players, allowing to concentrate on what is "cool" rather than on what is effective
- B) Making the game fun makes the game more fun (duh), and creating completely arbitrary (from the perspective of fiction) rules is an easy way to create an engaging game without making it ludicrously complex
The two are possibly related, but it's still unclear to me how, and in this threat, I'm more concerned with the latter than the former.
Maybe A) isn't actually desirable, and making the resolution mini-game harder or easier depending on fictional circumstances, but still allowing the player to compensate for it by system mastery would lead to the same general outcome, and it's just my frustration with randomness is speaking.
Aside: most games focused on storytelling are rules-light and most rules-light games basically boil everything down to a roll of the dice, so maybe that's why I'm not fully satisfied with them. It needs more pondering.
Emphasizing player skill in the resolution mini-game would allow the player to do hard things as a flex (?), giving suboptimal options more weight than mere chance.
As an example, let's say I've created a cocky wizard Laura, and her character sheet says "Flaw: I can't back down from a challenge". A hostile NPC taunts her, like "You are nothing without your magic tricks, you witch!", and I, as a player who wants to see her cocky wizard being cocky on-screen, am tempted to respond with "Fine, I'm gonna beat you into a bloody pulp with nothing but my bare hands!".
But, as a player playing the damn game, I know that this will just handicap me for no real change in the gameplay. I'll just roll dice with less chance of success, and this scene will also probably drag out longer than it needs to. It's a no-win situation, both bad for my character, and, more importantly, ####ing boring.
If the resolution mini-game instead was, say, a fighting game in the vein of Tekken or Street Fighter, I could flex my skill and win without using the strongest combos, purely relying on my reaction, prediction and knowledge of the game mechanics, earning my right to portray my character the way I see fit and both creating a neat parallel between what the character is doing and what I'm doing and making the NPC's humiliation more "real" in the process.
The biggest problem with me trying to piece all this together is that... I don't really play tabletop games other than RPGs. When I try to imagine mechanics that would work for my purposes (be short and demand skill), I imagine videogames (and mostly action games, as I don't really play strategy/tactics games either).
I don't really have any other frame of reference. I'll need to expand my knowledge on smaller, faster boardgames that don't take hours, like Twilight Imperium and GoT, which make up the majority of my experience with boardgaming.
1. Action resolution in any RPG—even most LARP combat—is highly arbitrary and dissociated, and does not resemble the actual actions being emulated in any substantive way. Seems to me the main reason most tabletop games use dice rather than minigames (whether skill-based or not), is quickness and convenience (but see below!). Although even this is arguable for some games; Torg action resolution is much more than a simple d20 roll, involving a table lookup, currency allowing additive rolls, and card play that can further modify the result. In any case, the physical form of action resolution (the "gamey" bit) has nothing to do with the fiction as such, or with immersion (apart from perhaps being resolved quickly and so being less of a distraction from the fiction as such). What the resolution specifically does—whatever form it takes—is to constrain the narrative outcomes allowed/expected, by mutual agreement of the table (hopefully).
2. Other game mechanics, such as movement, may be be less arbitrary and dissociated than action resolution, but even those are arbitrary and dissociated to some degree. All round/turn-based mechanics are already significantly deviating from "reality", so why not tinker with them and see what results? The results may feel more or less "realistic", and they may be more or less fun, or challenging, or engaging (not the same as immersive).
Both aspects of play can involve randomness vs. skill, which leads to the matter of whether a game should allow anyone a fair shake at pretending things they are in fact not good at. If you use some skill-based resolution method instead of chance, anyone not actually good at that method, in real life, is at a disadvantage portraying characters who can do whatever that method represents in the game. Such things may or may not be physical skills, of course. This is the other big reason most games use random resolution of some kind, with in-game mechanics to modify the odds. Even so, skilled play in the broader sense involves much more than action resolution, so unless you are happy playing the RPG equivalent of Candyland (or craps), at some point, in some way, skill will be necessary to achieve satisfying challenging play.
To get back to the topic, I really like the exploration you're doing, popping open the hood of the car, looking at the engine, and examining what really makes it go brrr for you. This is how great things wind up being made! (or experienced)
Edit: Fixed a typo.
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