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Skill challenges: action resolution that centres the fiction
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<blockquote data-quote="Pedantic" data-source="post: 8739218" data-attributes="member: 6690965"><p>So I actually don't have a problem with any of this except the bolded part. Yes, absolutely, the GM is a window into a non-existent world they are attempting to simulate to the best of their ability at all times. They are a deist god who set a world in motion, and also the camera unto that world as necessary. We can argue about whether that's practical or not I suppose, but that's the design basis I'm coming from when talking about these kinds of challenges. The castle exists, independently of whether the PCs will ever engage with it, and has traits that are only interesting to them should they appear there. It's an obviously impossible task to actively simulate an entire additional universe in full, but it's not particularly difficult to emulate doing that at the point of PC contact, and design choices flow from assuming that's the norm.</p><p></p><p>The bolded section is just wrong. I have no idea what you mean by "when a conflict is over" without the framework of a skill challenge or timer. Whatever is happening is happening, and if a player wants a particular outcome, they have a bunch of actions available to change the world to their liking. A conflict ends when the PC has gotten the thing they wanted, or it is no longer possible for them to get the thing they wanted. </p><p></p><p>This is the thing I keep talking about, where the PC sets the victory condition, and gets to change it whenever they want. They decide what it is they want, and then spend their available actions to get to that point. The story of a given campaign is the ex post facto stringing together of that PC chasing each of those goals and recording what happened from point A to point B along the way.</p><p></p><p>More to the point though, removing the GM from resolution is the primary goal of such a system. Actions have discreet effects and consequences, so you can figure out what happens by plugging a PC choice into the mechanics for resolving that action, and be handed a result. Then you reevaluate the state of the world, any other parties that can take actions do so, and you repeat. Continue until everyone is dead or the PC has gotten whatever it is they wanted done.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 8739218, member: 6690965"] So I actually don't have a problem with any of this except the bolded part. Yes, absolutely, the GM is a window into a non-existent world they are attempting to simulate to the best of their ability at all times. They are a deist god who set a world in motion, and also the camera unto that world as necessary. We can argue about whether that's practical or not I suppose, but that's the design basis I'm coming from when talking about these kinds of challenges. The castle exists, independently of whether the PCs will ever engage with it, and has traits that are only interesting to them should they appear there. It's an obviously impossible task to actively simulate an entire additional universe in full, but it's not particularly difficult to emulate doing that at the point of PC contact, and design choices flow from assuming that's the norm. The bolded section is just wrong. I have no idea what you mean by "when a conflict is over" without the framework of a skill challenge or timer. Whatever is happening is happening, and if a player wants a particular outcome, they have a bunch of actions available to change the world to their liking. A conflict ends when the PC has gotten the thing they wanted, or it is no longer possible for them to get the thing they wanted. This is the thing I keep talking about, where the PC sets the victory condition, and gets to change it whenever they want. They decide what it is they want, and then spend their available actions to get to that point. The story of a given campaign is the ex post facto stringing together of that PC chasing each of those goals and recording what happened from point A to point B along the way. More to the point though, removing the GM from resolution is the primary goal of such a system. Actions have discreet effects and consequences, so you can figure out what happens by plugging a PC choice into the mechanics for resolving that action, and be handed a result. Then you reevaluate the state of the world, any other parties that can take actions do so, and you repeat. Continue until everyone is dead or the PC has gotten whatever it is they wanted done. [/QUOTE]
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