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General Tabletop Discussion
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Stakes and consequences in action resolution
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<blockquote data-quote="Ratskinner" data-source="post: 7599369" data-attributes="member: 6688937"><p>I've brought it up before, but there's a game called <a href="http://www.museoffire.com/Games/index.html" target="_blank">Capes</a> that focuses solely on Conflict Resolution, and it taught me more about it than all the discussions ever could.</p><p></p><p>Firstly, just to get it out of the way, I hate Vincent's oft-quoted example. Because, asking "Why?" makes no sense outside of the context of the Conflicts and how they determined. Don't ask "Why?", instead ask "Which Conflict are you trying to resolve?" </p><p></p><p>So, were I to try and implement a Universal Conflict Resolution system in D&D/5e, I would put the following on my "to do" list:</p><p>0) A "scene-framing" moment of play, for the GM to introduce a new scene and the Basic Conflicts to be resolved in the scene.</p><p>1) A countdown or tracking mechanism for Conflicts (ICRPG does something like this for a lightish D&D system), that determines when a Conflict is resolved.</p><p> a) This includes the "Not Yet" rule: if a Conflict has not mechanically been resolved (won?), you cannot narrate an event that would effectively resolve it.</p><p>2) A mechanism for players to introduce new Conflicts.</p><p>3) Rules/advice for what makes for a good Conflict Definition.</p><p></p><p>Big Problems:</p><p>1) This doesn't play super nice with the quasi-simulation skill system.</p><p>2) D&D combat is already (in some ways) a very complicated Conflict Resolution system (its only resolving the one event over and over again...but...) and making the two systems mesh might be problematic. For example, in a Capes fight scene, it would be totally legit to put out an Event(type of Conflict) named "Somebody puts out an eye." The players would then compete through play for control of that event, and eventually someone would have the privilege of narrating just who and how somebody lost their eye. I'm not sure how you work something like that alongside the D&D combat system. If you drop the combat system....are you still playing D&D?</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 7599369, member: 6688937"] I've brought it up before, but there's a game called [URL="http://www.museoffire.com/Games/index.html"]Capes[/URL] that focuses solely on Conflict Resolution, and it taught me more about it than all the discussions ever could. Firstly, just to get it out of the way, I hate Vincent's oft-quoted example. Because, asking "Why?" makes no sense outside of the context of the Conflicts and how they determined. Don't ask "Why?", instead ask "Which Conflict are you trying to resolve?" So, were I to try and implement a Universal Conflict Resolution system in D&D/5e, I would put the following on my "to do" list: 0) A "scene-framing" moment of play, for the GM to introduce a new scene and the Basic Conflicts to be resolved in the scene. 1) A countdown or tracking mechanism for Conflicts (ICRPG does something like this for a lightish D&D system), that determines when a Conflict is resolved. a) This includes the "Not Yet" rule: if a Conflict has not mechanically been resolved (won?), you cannot narrate an event that would effectively resolve it. 2) A mechanism for players to introduce new Conflicts. 3) Rules/advice for what makes for a good Conflict Definition. Big Problems: 1) This doesn't play super nice with the quasi-simulation skill system. 2) D&D combat is already (in some ways) a very complicated Conflict Resolution system (its only resolving the one event over and over again...but...) and making the two systems mesh might be problematic. For example, in a Capes fight scene, it would be totally legit to put out an Event(type of Conflict) named "Somebody puts out an eye." The players would then compete through play for control of that event, and eventually someone would have the privilege of narrating just who and how somebody lost their eye. I'm not sure how you work something like that alongside the D&D combat system. If you drop the combat system....are you still playing D&D? [/QUOTE]
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