Does anyone have suggestions and methods for or experiences with layering conflict resolution over a task resolution system without changing the existing game mechanics? In other words, I don't want to change how the published game works (die rolls, techniques used, etc.), only how the results are interpreted.
I have some general ideas about how to do this by defining what's at stake with each roll. But since I've never tried doing this before, I'm seeking the wisdom of others. (Feel free to point me at any old threads relating to this. I couldn't find any.)
Thanks.
David --
Which published game are you interested in 'layering'? This thread (http://www.indie-rpgs.com/viewtopic.php?t=14762) has some notes on using conflict resolution and scene framing with Third Edition D&D.
David: Welcome to the Forge!
Quote from: David ChunnDoes anyone have suggestions and methods for or experiences with layering conflict resolution over a task resolution system without changing the existing game mechanics?
BL> No.
(but see below)
QuoteIn other words, I don't want to change how the published game works (die rolls, techniques used, etc.), only how the results are interpreted.
I have some general ideas about how to do this by defining what's at stake with each roll...
BL> This would work. It is a pretty significant change to the existing game mechanics -- way bigger than, I don't know, changing from 1d20 to 2d10. Apparently, Burning Wheel Revised has a really great section about this under "GM Advice" called
Let it Ride. You might want to check it out.
What game are you doing, why are you modifying it, and to what purpose? If I have some context, it will be a lot easier for me to help you.
yrs--
--Ben
Thanks, Adam. That was exactly the sort of thing I was looking for as far as experiences go. Somehow I missed that one. I guess I don't check Actual Play often enough.
I'm using d6 Fantasy. My primary purposes in employing conflict resolution:
1. to facilitate player-character protagonism
2. limit GM fiat on my part
3. to add meaning and tension to every roll instead of an endless series of mostly meaningless task rolls.