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With the Holy Trinity out, let's take stock of 5E
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<blockquote data-quote="aramis erak" data-source="post: 6466761" data-attributes="member: 6779310"><p>Yes, there was. Several games used the term before the mid 90's. Likewise, MegaTraveller and 2300AD both used "Task Resolution" - the early discussion that eventually lead to the bat-excrement that is the "big model" was observational, grounded in what was already being seen.</p><p></p><p><strong>To be blunt: most things predate the terms which describe it</strong>, and the Usenet Rec.Games.FRP model† was descriptive, not prescriptive. It classified what already existed; it did not invent anything but the classification groups.</p><p></p><p>D&D was a mess of levels of resolution - there was the abstract tactical combat, the very concrete action resolution for picking locks and pockets - and a clear description of the consequence of failure. And some mechanical resolution at both the daily abstraction level (travel) and hourly level and 10-minute level (non-tactical dungeon movement) which allowed for checks to do various things. That these different levels of abstraction, including some that were discrete action level, doesn't require that they have been defined by some label to later; it is clear from the wording that the thief's pick pockets is used as an action resolution roll (to put or recover an object into/from a purse or pocket). The hide in shadows is also clearly intended for use as an action resolution. </p><p></p><p>D&D still is a mess of different resolutions, but, since the introduction of NWP's in late AD&D 1E, it's always included a consistent method for resolving a bunch of types of action, and made it clear that it was OK to use it as a discrete action resolution as well as a larger scale process resolution. It was a system of resolution that really broadened the game's utility.</p><p></p><p><strong>And a game is rightly bounded by its rules - on this we agree –</strong> but note that the whole point of rules is to provide a framework in which to have a reasonable number of choices to pick from. </p><p></p><p>Humans as a whole do not deal with wide open choices all that interestingly, let alone creatively. Creativity works best within a constrained space. (This is an axiom within education - you get the best creative writing by limiting student choice of subject.) The point of the game rules is to narrow the choices down to manageable levels. That they are extensible by inferential reasoning (if A≈B and A≈C, and D≈C, then whatever resolves A, B, and C should likewise be similar, so resolving D can be done by modifying the process for A, B and C...)...</p><p></p><p></p><p></p><p>---===---===---===---===---===---===---===---===---===---</p><p>† which the Forge adopts at outset, then expands, then mutilates beyond recognition, until it resembles a pile of guano.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 6466761, member: 6779310"] Yes, there was. Several games used the term before the mid 90's. Likewise, MegaTraveller and 2300AD both used "Task Resolution" - the early discussion that eventually lead to the bat-excrement that is the "big model" was observational, grounded in what was already being seen. [B]To be blunt: most things predate the terms which describe it[/B], and the Usenet Rec.Games.FRP model† was descriptive, not prescriptive. It classified what already existed; it did not invent anything but the classification groups. D&D was a mess of levels of resolution - there was the abstract tactical combat, the very concrete action resolution for picking locks and pockets - and a clear description of the consequence of failure. And some mechanical resolution at both the daily abstraction level (travel) and hourly level and 10-minute level (non-tactical dungeon movement) which allowed for checks to do various things. That these different levels of abstraction, including some that were discrete action level, doesn't require that they have been defined by some label to later; it is clear from the wording that the thief's pick pockets is used as an action resolution roll (to put or recover an object into/from a purse or pocket). The hide in shadows is also clearly intended for use as an action resolution. D&D still is a mess of different resolutions, but, since the introduction of NWP's in late AD&D 1E, it's always included a consistent method for resolving a bunch of types of action, and made it clear that it was OK to use it as a discrete action resolution as well as a larger scale process resolution. It was a system of resolution that really broadened the game's utility. [B]And a game is rightly bounded by its rules - on this we agree –[/B] but note that the whole point of rules is to provide a framework in which to have a reasonable number of choices to pick from. Humans as a whole do not deal with wide open choices all that interestingly, let alone creatively. Creativity works best within a constrained space. (This is an axiom within education - you get the best creative writing by limiting student choice of subject.) The point of the game rules is to narrow the choices down to manageable levels. That they are extensible by inferential reasoning (if A≈B and A≈C, and D≈C, then whatever resolves A, B, and C should likewise be similar, so resolving D can be done by modifying the process for A, B and C...)... ---===---===---===---===---===---===---===---===---===--- † which the Forge adopts at outset, then expands, then mutilates beyond recognition, until it resembles a pile of guano. [/QUOTE]
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