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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="pemerton" data-source="post: 8013035" data-attributes="member: 42582"><p>I think you're confused about what is going on in the discussion of actions that violate the credibility test.</p><p></p><p>Go back to Robin Laws's example from HeroQuest Revised:</p><p></p><p style="margin-left: 20px">As Narrator, you are never obligated to allow a contest just because two characters have abilities that can be brought into conflict. If the character's proposed result would seem abusrd, you disallow the contest, period. . . . </p><p></p><p>Read it carefeully: <em>if the character's proposed result woudl seem absurd </em>[ie if it violates genre or fictional positioning constraints] then <em>you disallow the contest </em>[ie no check is made; the action resolution mechanics are not invoked].</p><p></p><p>The player is free to describe his/her PC shooting an arrow into the sky aiming at the moon. But (outside the context of some sort of epic fantasy) that does not generate a check to see if the moon is hit.</p><p></p><p>The premise of Laws's remark is that a system is being used similar to what [USER=99817]@chaochou[/USER] mentioned upthread: namelhy, that if a valid action is declared then the dice are rolled and on a success the player gets what s/he wants for his/her PC, and otherwise the GM narrates a failure.</p><p></p><p>In a system in which that is not true - ie in which there is no particular connection between <em>use of the action resolution mechanics</em> and <em>what happens in the shared fiction</em> - then Laws's point becomes irrelevant. But that takes us straight back to [USER=99817]@chaochou[/USER]'s other point, that where there is no such connection players have little agency.</p><p></p><p>And this also brings me back to the distinction I drew upthread: the credibiilty test is something which can be negotiated between participants (so players get to exercise their agency just as much as the GM does); action resolution, on the other hand, is a die roll to see whose vision of what happens next is made true.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8013035, member: 42582"] I think you're confused about what is going on in the discussion of actions that violate the credibility test. Go back to Robin Laws's example from HeroQuest Revised: [indent]As Narrator, you are never obligated to allow a contest just because two characters have abilities that can be brought into conflict. If the character's proposed result would seem abusrd, you disallow the contest, period. . . . [/indent] Read it carefeully: [I]if the character's proposed result woudl seem absurd [/I][ie if it violates genre or fictional positioning constraints] then [I]you disallow the contest [/I][ie no check is made; the action resolution mechanics are not invoked]. The player is free to describe his/her PC shooting an arrow into the sky aiming at the moon. But (outside the context of some sort of epic fantasy) that does not generate a check to see if the moon is hit. The premise of Laws's remark is that a system is being used similar to what [USER=99817]@chaochou[/USER] mentioned upthread: namelhy, that if a valid action is declared then the dice are rolled and on a success the player gets what s/he wants for his/her PC, and otherwise the GM narrates a failure. In a system in which that is not true - ie in which there is no particular connection between [I]use of the action resolution mechanics[/I] and [I]what happens in the shared fiction[/I] - then Laws's point becomes irrelevant. But that takes us straight back to [USER=99817]@chaochou[/USER]'s other point, that where there is no such connection players have little agency. And this also brings me back to the distinction I drew upthread: the credibiilty test is something which can be negotiated between participants (so players get to exercise their agency just as much as the GM does); action resolution, on the other hand, is a die roll to see whose vision of what happens next is made true. [/QUOTE]
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