Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
RPGing and imagination: a fundamental point
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 9227404" data-attributes="member: 42582"><p>It's definitional. <a href="http://lumpley.com/hardcore.html" target="_blank">Here's the definition</a>:</p><p></p><p style="margin-left: 20px">In task resolution, what's at stake is the task itself. "I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!" What's at stake is: do you crack the safe?</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">In conflict resolution, what's at stake is why you're doing the task. "I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!" What's at stake is: do you get the dirt on the supervillain?</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Which is important to the resolution rules: opening the safe, or getting the dirt? That's how you tell whether it's task resolution or conflict resolution.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Task resolution is succeed/fail. Conflict resolution is win/lose. You can succeed but lose, fail but win.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">In conventional rpgs, success=winning and failure=losing only provided the GM constantly maintains that relationship - by (eg) making the safe contain the relevant piece of information after you've cracked it. It's possible and common for a GM to break the relationship instead, turning a string of successes into a loss, or a failure at a key moment into a win anyway.</p><p></p><p>Harper's diagrams, posted by [USER=6696971]@Manbearcat[/USER], represent the same thing using visuals rather than words.</p><p></p><p>The difference between task resolution and conflict resolution consists precisely in the sort of relationship that obtains between <em>succeeding on the check</em>, <em>the GM's authority over the fiction</em>, and <em>what happens next</em>. If the GM the mediator between <em>success on the check</em> and <em>achieving intent/goal</em>, then we are talking about a system of task resolution, and it doesn't cease to be that because the GM often maintains the relationship.</p><p></p><p>(If it is understood that the GM will <em>always</em> maintain the relationship then the GM has no relevant mediating authority, and the system is one of conflict resolution. See, as an eg, my excerpt of the Burning Wheel rules not too far upthread.)</p><p></p><p>I don't follow this at all.</p><p></p><p>For a start, where does <em>better</em> come from? White Plume Mountain is a perfectly good classic D&D module, and it only works if the resolution framework used is one of task resolution.</p><p></p><p>The failure needn't be known in advance; but the parameters within which it will be narrated need to be settled - in particular, no retries ("Let it ride") and no squibbing (eg having the documents be in the waste paper bin). I posted the principle from DitV upthread. In Burning Wheel the core principles are <em>on a failure, the player doesn't get their intent</em> and <em>when the GM introduces content, it is to put pressure on a Belief, Instinct, Trait or Relationship</em>.</p><p></p><p>Obviously secret backstory play is completely different from this. White Plume Mountain, again, provides a completely straightforward illustration. When playing WPM, the GM is not obliged to always drive play towards conflict; does not actively reveal the dungeon in play (bits of it only get revealed when appropriate fictional "triggers" occur); does not have regard to the fact that the players want their PCs to find the magic weapons.</p><p></p><p>And 2nd ed AD&D setting-tourism type play, where the players have their PCs move through the setting, engaging in relatively small-stakes encounters to gradually learn things like what the (GM's pre-scripted) power dynamics are, where the treasures might be, whom they might ally with, etc - this is, again, obviously completely different from (say) DitV or BW.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9227404, member: 42582"] It's definitional. [url=http://lumpley.com/hardcore.html]Here's the definition[/url]: [indent]In task resolution, what's at stake is the task itself. "I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!" What's at stake is: do you crack the safe? In conflict resolution, what's at stake is why you're doing the task. "I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!" What's at stake is: do you get the dirt on the supervillain? Which is important to the resolution rules: opening the safe, or getting the dirt? That's how you tell whether it's task resolution or conflict resolution. Task resolution is succeed/fail. Conflict resolution is win/lose. You can succeed but lose, fail but win. In conventional rpgs, success=winning and failure=losing only provided the GM constantly maintains that relationship - by (eg) making the safe contain the relevant piece of information after you've cracked it. It's possible and common for a GM to break the relationship instead, turning a string of successes into a loss, or a failure at a key moment into a win anyway.[/indent] Harper's diagrams, posted by [USER=6696971]@Manbearcat[/USER], represent the same thing using visuals rather than words. The difference between task resolution and conflict resolution consists precisely in the sort of relationship that obtains between [I]succeeding on the check[/I], [I]the GM's authority over the fiction[/I], and [I]what happens next[/I]. If the GM the mediator between [I]success on the check[/I] and [I]achieving intent/goal[/I], then we are talking about a system of task resolution, and it doesn't cease to be that because the GM often maintains the relationship. (If it is understood that the GM will [I]always[/I] maintain the relationship then the GM has no relevant mediating authority, and the system is one of conflict resolution. See, as an eg, my excerpt of the Burning Wheel rules not too far upthread.) I don't follow this at all. For a start, where does [I]better[/I] come from? White Plume Mountain is a perfectly good classic D&D module, and it only works if the resolution framework used is one of task resolution. The failure needn't be known in advance; but the parameters within which it will be narrated need to be settled - in particular, no retries ("Let it ride") and no squibbing (eg having the documents be in the waste paper bin). I posted the principle from DitV upthread. In Burning Wheel the core principles are [I]on a failure, the player doesn't get their intent[/I] and [I]when the GM introduces content, it is to put pressure on a Belief, Instinct, Trait or Relationship[/I]. Obviously secret backstory play is completely different from this. White Plume Mountain, again, provides a completely straightforward illustration. When playing WPM, the GM is not obliged to always drive play towards conflict; does not actively reveal the dungeon in play (bits of it only get revealed when appropriate fictional "triggers" occur); does not have regard to the fact that the players want their PCs to find the magic weapons. And 2nd ed AD&D setting-tourism type play, where the players have their PCs move through the setting, engaging in relatively small-stakes encounters to gradually learn things like what the (GM's pre-scripted) power dynamics are, where the treasures might be, whom they might ally with, etc - this is, again, obviously completely different from (say) DitV or BW. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
RPGing and imagination: a fundamental point
Top