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<blockquote data-quote="pemerton" data-source="post: 8427708" data-attributes="member: 42582"><p>Here is <a href="http://www.indie-rpgs.com/articles/5/" target="_blank">Edwards</a> (borrowing from Tweet in Everway):</p><ul> <li data-xf-list-type="ul"><strong>Drama</strong> resolution relies on asserted statements without reference to listed attributes or quantitative elements.</li> <li data-xf-list-type="ul"><strong>Karma</strong> resolution relies on referring to listed attributes or quantitative elements without a random element.</li> <li data-xf-list-type="ul"><strong>Fortune</strong> resolution relies on utilizing a random device of some kind, usually delimited by quantitative scores of some kind.</li> </ul> <p style="margin-left: 20px">. . .</p> <p style="margin-left: 20px">Example #1: a certificate in Prince Valiant may be redeemed (lost) for a player to state that the character instantly subdues an opponent. The mechanic replaces the usual resolution system (comparing tossed coins), which is simply ignored. This illustrates a Drama metagame mechanic replacing a Fortune baseline mechanic and relying on an irreplaceable Resource.</p><p></p><p>Spending a point to make the GM tell you something is using a player-side resource to resolve a situation via drama, where the GM does the talking. Spending it to establish that a NPC helps you seems to be using a player-side resource to resolve a situation via drama, where the player does the talking.</p><p></p><p>My response was a bit different.</p><p></p><p>I feel that a lot of the resolution seems to rest on consensus - similar to the example I've posted of the ice-drilling-by-way-of-triple-laser-turret in my Classic Traveller game. To the extent that it doesn't, because dice are invoked, it seems like either coin-toss or simple simulationist resolution.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8427708, member: 42582"] Here is [url=http://www.indie-rpgs.com/articles/5/]Edwards[/url] (borrowing from Tweet in Everway): [LIST] [*][B]Drama[/B] resolution relies on asserted statements without reference to listed attributes or quantitative elements. [*][B]Karma[/B] resolution relies on referring to listed attributes or quantitative elements without a random element. [*][B]Fortune[/B] resolution relies on utilizing a random device of some kind, usually delimited by quantitative scores of some kind. [/LIST] [indent]. . . Example #1: a certificate in Prince Valiant may be redeemed (lost) for a player to state that the character instantly subdues an opponent. The mechanic replaces the usual resolution system (comparing tossed coins), which is simply ignored. This illustrates a Drama metagame mechanic replacing a Fortune baseline mechanic and relying on an irreplaceable Resource.[/indent] Spending a point to make the GM tell you something is using a player-side resource to resolve a situation via drama, where the GM does the talking. Spending it to establish that a NPC helps you seems to be using a player-side resource to resolve a situation via drama, where the player does the talking. My response was a bit different. I feel that a lot of the resolution seems to rest on consensus - similar to the example I've posted of the ice-drilling-by-way-of-triple-laser-turret in my Classic Traveller game. To the extent that it doesn't, because dice are invoked, it seems like either coin-toss or simple simulationist resolution. [/QUOTE]
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