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RPGing and imagination: a fundamental point
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9230255" data-attributes="member: 82106"><p>I think there's more substance to this than you are asserting here. D&D 'task' resolution differs substantively from more narrativist 'intent' resolution. As I stated in my previous post, the differences may get blurred at times because we often use shortcuts and assumed context in play, eliding the specific actions in something like D&D, or likewise simply describing the fictional action taken in, say, BitD. So it can seem like they're 'the same thing', but they're not in the critical sense of WHAT IS THE THING IN DOUBT. In straight up D&D task play you throw dice to see if the action you described your character taking is, ATOMICALLY successful, that is if the blow you attempted to strike lands, if you were able to climb successfully (the unit of success here will vary depending on edition), etc. Canonically when a character in a D&D game is said to be taking a swing, and the dice indicate a miss, then the blow itself does not land, and cannot be described as landing. This is the heart of the hostility towards DOAM, because it is undermining the very nature of task-based resolution! </p><p></p><p>Contrariwise the thing which is in doubt in BitD isn't the success/fail resolution of the described fictional action, it is the accomplishment or non-accomplishment (or somewhere in-between/with caveats) of the thing in doubt, whatever the character wanted to get out of the situation. If I wanted to get across the courtyard without raising an alarm, I can simply say "I try to cross without raising an alarm." Now we will go on to discuss which ability I use, which will certainly suggest (and it will probably be explicated) some action and the discussion of position and effect will further refine that (along with any declarations of resource use, help, etc.). Finally, even after the dice have been rolled and consequences dolled out there are likely further elaborations in the process of resistance rolls and such. If, at the end of this, my character has reached the other side of the courtyard and the guards are not responding to an alarm, then I have succeeded, though it may be that there's now a clock ticking, etc.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9230255, member: 82106"] I think there's more substance to this than you are asserting here. D&D 'task' resolution differs substantively from more narrativist 'intent' resolution. As I stated in my previous post, the differences may get blurred at times because we often use shortcuts and assumed context in play, eliding the specific actions in something like D&D, or likewise simply describing the fictional action taken in, say, BitD. So it can seem like they're 'the same thing', but they're not in the critical sense of WHAT IS THE THING IN DOUBT. In straight up D&D task play you throw dice to see if the action you described your character taking is, ATOMICALLY successful, that is if the blow you attempted to strike lands, if you were able to climb successfully (the unit of success here will vary depending on edition), etc. Canonically when a character in a D&D game is said to be taking a swing, and the dice indicate a miss, then the blow itself does not land, and cannot be described as landing. This is the heart of the hostility towards DOAM, because it is undermining the very nature of task-based resolution! Contrariwise the thing which is in doubt in BitD isn't the success/fail resolution of the described fictional action, it is the accomplishment or non-accomplishment (or somewhere in-between/with caveats) of the thing in doubt, whatever the character wanted to get out of the situation. If I wanted to get across the courtyard without raising an alarm, I can simply say "I try to cross without raising an alarm." Now we will go on to discuss which ability I use, which will certainly suggest (and it will probably be explicated) some action and the discussion of position and effect will further refine that (along with any declarations of resource use, help, etc.). Finally, even after the dice have been rolled and consequences dolled out there are likely further elaborations in the process of resistance rolls and such. If, at the end of this, my character has reached the other side of the courtyard and the guards are not responding to an alarm, then I have succeeded, though it may be that there's now a clock ticking, etc. [/QUOTE]
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