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RPGing and imagination: a fundamental point
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<blockquote data-quote="Manbearcat" data-source="post: 9225435" data-attributes="member: 6696971"><p>We've been here before. </p><p></p><p><strong>CONFLICT RESOLUTION</strong></p><p></p><p>[ATTACH=full]340937[/ATTACH]</p><p></p><p>Just like everything else TTRPG system-wise, there are many component parts of conflict resolution. However, the defining characteristic that separates it from task resolution is that <strong>system architecture (both game engine structure and constraints/best practices for participants related to that structure) will give non-vetoable shape to play and, through that, give rise to trajectories of play which settles upon one particular trajectory in any given instance of resolution of situation. The <strong>implications of what "resolves" means to both the gamestate and the fiction is well-encoded (with constraining structure/procedures to finish any encoding left to be done) or fully-encoded by the conflict resolution framework/procedures. This feeds into subsequent play that is governed the same way; Rinse/Repeat.</strong></strong></p><p></p><p>"System's Say" has as much input upon the signature of play as both "GM Say" and "Player Say."</p><p></p><p></p><p><strong>TASK RESOLUTION</strong></p><p></p><p>[ATTACH=full]340938[/ATTACH]</p><p></p><p>Just like everything else TTRPG system-wise, there are many component parts of task resolution. However, the defining characteristic that separates it from conflict resolution is that <strong>(comparatively unconstrained) GM Fiat and absolute discretion over system input (including profound input in system's mediating role along multiple axes as well as opting-in or vetoing) and its would-be governing trajectories</strong> <strong>give the majority shape to play as the GM ultimately determines when a situation resolves or is still up-for-grabs. Further, the control over play trajectory is compounded as the implications of what "resolves" means to the gamestate and the fiction is left to the purview of the GM. <strong><strong>This feeds into subsequent play that is governed the same way; Rinse/Repeat.</strong></strong></strong></p><p></p><p>"GM's Say" has considerably more input upon the signature of play than both "System's Say" and "Player's Say."</p><p></p><p>[HR][/HR]</p><p></p><p>Its not the perfect fit (as even D&D combat has some elements of "situation resolves" that the GM can subtly opt-out of due to extra-combat, holistic authority granted to the GM), but the easiest way to look at it is to contrast combat resolution and noncombat resolution in all non-4e D&D.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9225435, member: 6696971"] We've been here before. [B]CONFLICT RESOLUTION[/B] [ATTACH type="full" alt="1703170539619.png"]340937[/ATTACH] Just like everything else TTRPG system-wise, there are many component parts of conflict resolution. However, the defining characteristic that separates it from task resolution is that [B]system architecture (both game engine structure and constraints/best practices for participants related to that structure) will give non-vetoable shape to play and, through that, give rise to trajectories of play which settles upon one particular trajectory in any given instance of resolution of situation. The [B]implications of what "resolves" means to both the gamestate and the fiction is well-encoded (with constraining structure/procedures to finish any encoding left to be done) or fully-encoded by the conflict resolution framework/procedures. This feeds into subsequent play that is governed the same way; Rinse/Repeat.[/B][/B] "System's Say" has as much input upon the signature of play as both "GM Say" and "Player Say." [B]TASK RESOLUTION[/B] [ATTACH type="full" alt="1703170555084.png"]340938[/ATTACH] Just like everything else TTRPG system-wise, there are many component parts of task resolution. However, the defining characteristic that separates it from conflict resolution is that [B](comparatively unconstrained) GM Fiat and absolute discretion over system input (including profound input in system's mediating role along multiple axes as well as opting-in or vetoing) and its would-be governing trajectories[/B] [B]give the majority shape to play as the GM ultimately determines when a situation resolves or is still up-for-grabs. Further, the control over play trajectory is compounded as the implications of what "resolves" means to the gamestate and the fiction is left to the purview of the GM. [B][B]This feeds into subsequent play that is governed the same way; Rinse/Repeat.[/B][/B][/B] "GM's Say" has considerably more input upon the signature of play than both "System's Say" and "Player's Say." [HR][/HR] Its not the perfect fit (as even D&D combat has some elements of "situation resolves" that the GM can subtly opt-out of due to extra-combat, holistic authority granted to the GM), but the easiest way to look at it is to contrast combat resolution and noncombat resolution in all non-4e D&D. [/QUOTE]
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