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Skill challenges: action resolution that centres the fiction
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<blockquote data-quote="clearstream" data-source="post: 8737312" data-attributes="member: 71699"><p>I found this interesting. There has been a strong thread in the general philosophy of TTRPGing that fiction is at the heart of it. Working from there, some very fruitful developments in what and how to design TTRPGs have come about. However, I think you are also right that there is the aspect of play as a series of interesting decisions, and actually fiction is not at the heart of that. Perhaps - paradoxically - both interesting systems and freeform principles are at the heart of it.</p><p></p><p>The job done by SCs depends on ones use cases and practice. I think they can forefront fiction, but on the other hand they're mechanically not very interesting. The interesting decisions, though, are expected to be interesting decisions in fiction, not system... which leads several posters to feel puzzled what work the SC system is doing. Perhaps one has to have these use cases in mind</p><ol> <li data-xf-list-type="ol">I want to foreground a widely diverse fiction</li> <li data-xf-list-type="ol">I want the chain of resolution to be concluded by system, not the decision of any one participant</li> </ol><p>Which implies that</p><ol> <li data-xf-list-type="ol">Seeing as it's diverse, and we can't really have as-detailed-as-combat rules for every case (not ones that humans could manage), then we need a system with a light binding to specific game world situations</li> <li data-xf-list-type="ol">Given it's a light binding, and that we properly take fiction as input and output (start and end in the fiction), one solution is to tally the results whenever we roll</li> </ol><p>I'm myself am not yet sure why it wouldn't be better to always use clocks, especially with some of the enhancements in games like BitD? I also see the risk that the situation doesn't really feel concluded by the sum of results supposedly producing its conclusion. That's <em>because of </em>the light binding. (I think others might be overlooking the specificity of combat, and how well-bound it is to what is normally supposed to be going on in the game world.)</p></blockquote><p></p>
[QUOTE="clearstream, post: 8737312, member: 71699"] I found this interesting. There has been a strong thread in the general philosophy of TTRPGing that fiction is at the heart of it. Working from there, some very fruitful developments in what and how to design TTRPGs have come about. However, I think you are also right that there is the aspect of play as a series of interesting decisions, and actually fiction is not at the heart of that. Perhaps - paradoxically - both interesting systems and freeform principles are at the heart of it. The job done by SCs depends on ones use cases and practice. I think they can forefront fiction, but on the other hand they're mechanically not very interesting. The interesting decisions, though, are expected to be interesting decisions in fiction, not system... which leads several posters to feel puzzled what work the SC system is doing. Perhaps one has to have these use cases in mind [LIST=1] [*]I want to foreground a widely diverse fiction [*]I want the chain of resolution to be concluded by system, not the decision of any one participant [/LIST] Which implies that [LIST=1] [*]Seeing as it's diverse, and we can't really have as-detailed-as-combat rules for every case (not ones that humans could manage), then we need a system with a light binding to specific game world situations [*]Given it's a light binding, and that we properly take fiction as input and output (start and end in the fiction), one solution is to tally the results whenever we roll [/LIST] I'm myself am not yet sure why it wouldn't be better to always use clocks, especially with some of the enhancements in games like BitD? I also see the risk that the situation doesn't really feel concluded by the sum of results supposedly producing its conclusion. That's [I]because of [/I]the light binding. (I think others might be overlooking the specificity of combat, and how well-bound it is to what is normally supposed to be going on in the game world.) [/QUOTE]
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