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Archive => Indie Game Design => Topic started by: talysman on January 22, 2003, 05:41:31 AM

Title: [Court of 9 Chambers] Flashback Rolls/Conflict Resolution
Post by: talysman on January 22, 2003, 05:41:31 AM
hi, all. I have run into a potential problem with the Court of 9 Chambers game mechanics; when I described a new feature which I considered innovative and exciting to someone, his response was rather negative. as a consequence, I thought I'd run it by everyone here for some alternate opinions.

first, a very brief run-down of the current core mechanics for Co9C and some other games I am developing. I am calling this core mechanic the Match-Step system for now; individual games will have elaborations and restrictions on these core mechanics to refine them to a specific setting or variety of play.

Title: [Court of 9 Chambers] Flashback Rolls/Conflict Resolution
Post by: clehrich on January 22, 2003, 05:53:03 AM
Quotefor example, an artist attempting to deal with thugs sent by a rival might describe "fortunately, earlier that day, I had packed my trusty revolver" and attempt a flashback roll. the roll otherwise works like a regular roll; the roll can be opposed, with the opponent's matches entering into the current scene.
Shady and unethical?  Actually, I quite liked the Theatrix version of this, where in essence you could just say this sort of thing and if you could make it seem plausible, that was it.  My point is that not only do I not think this is shady, I don't even think you necessarily need to have a die mechanic for it.  In your game, it sounds like dice are appropriate, but that just makes it less shady, IMHO.  If you say it, and you roll it, why can't you do it?  I say go for it --- sounds cool to me.
Title: [Court of 9 Chambers] Flashback Rolls/Conflict Resolution
Post by: Tony Irwin on January 22, 2003, 10:04:18 AM
Quote from: talysmanthe new idea I have been toying with for the Court of 9 Chambers and for an as-yet-unnamed "roguelike tabletop rpg" is called a flashback roll. a player can make a roll to describe something that happened earlier, before the current scene, but still relevant to the current scene. for example, an artist attempting to deal with thugs sent by a rival might describe "fortunately, earlier that day, I had packed my trusty revolver" and attempt a flashback roll. the roll otherwise works like a regular roll; the roll can be opposed, with the opponent's matches entering into the current scene.

when I described this briefly to someone, his response was "That sounds SHADY and UNETHICAL". given the nature of who I was asking, he may just have been joking, but the question is legitimate: does this seem wrong, or perhaps pointless? or does it seem like it would promote more description in play (my actual goal)? has anyone tried something similar? several indie games use cumulative dice-pool rolls (including Sorcerer and Donjon;

Trollbabe, Paladin, and The Dying Earth RPG, use a system of rerolls to generate the story of a conflict. Like you could narrate "I'll stand up to the dastards, bullies like this are always cowards at heart", then you roll your dice and fail. You then activate an attribute/spend a point or something to reroll some or all of your dice. You justify this reroll through narration: "They may be thugs of the basest sort, but fortunately, earlier that day, I had packed my trusty revolver". You can keep on rerolling until you get the result you want or the points/attributes you're using run out, at every step it introduces a new twist for you to narrate in the story of the conflict.

Rather than rerolling a dice-pool to generate story, Universalis generates the story as the dice pool is built. So your opponent might say "I'll send thugs round to break your easels, I get one dice". You reply "Fortunately I remembered to pack a revolver earlier that day, I'll get one dice for my pool". It goes back and forth until both players have activated all their options and are ready to roll the dice pools they've built up.

Quoteit seems to me that when the actions of a roll actually occurred is not really important except in terms of the desired feel of play. since I want the Court of 9 Chambers to feel like prose-poems or artists' memoirs, with reminescence of things long past, I feel flashbacks would be an exciting addition.

I agree completely! It doesn't really matter whether the character finds a gun, is handed a gun, uses magic to conjure a gun, turns his body into a gun, or simply pulls a gun that he had packed earlier that day. Your system will help generate story about your character using a gun, and what's important is that this story should fit the tone of the game. Narrating it as a kind of artists memoir, "fortunately, earlier that day, I had packed my trusty revolver", sounds perfect!

I look forward to seeing what you do with your game,

Tony
Title: [Court of 9 Chambers] Flashback Rolls/Conflict Resolution
Post by: Michael S. Miller on January 22, 2003, 02:43:17 PM
Shady and Unethical? Not in the least. We're creating story here, and if a writer can go back and add an earlier scene, why can't we?

Reading over your rules summary, though, I'm not sure that you need special rules for Flashbacks as opposed to standard resolution. In your write-up of how "matching motifs" is actually done, be sure to put in a paragraph of how flashbacks are a legitimate option.

The game sounds cool. Lookin' forward to it.
Title: [Court of 9 Chambers] Flashback Rolls/Conflict Resolution
Post by: ethan_greer on January 22, 2003, 03:27:32 PM
I don't share the shady/unethical viewpoint, but I can see where it might be coming from - The GM has plans, and the player does something in a flashback that negates those plans.  "That's not fair!" the GM fumes.  But whatever.

I like the flashback idea.  It has other applications - I could see a comedy time travel scenario ala the Bill & Ted movies.  Heh.
Title: [Court of 9 Chambers] Flashback Rolls/Conflict Resolution
Post by: Shreyas Sampat on January 22, 2003, 04:47:59 PM
I'm of the mind that your friend was ribbing you.  Flashbacks sound like a really appropriate thing to add to Co9C.  (Do you have a parallel dream mechanic going as well?)
Title: [Court of 9 Chambers] Flashback Rolls/Conflict Resolution
Post by: DP on January 22, 2003, 08:38:18 PM
Shady and unethical can be the result if that's the intention of the player. The "flashback" mechanic is neutral in and of itself, and I think it's a good idea.

Having oppositional flashbacks might not be such a good idea: "Well, then, it's a good thing I snuck into your studio yesterday and unloaded your revolver." But this, and the alternate flashback danger of a player "remembering" something that would give him great power, really only comes into play with highly-competitive [Gamist?] players, who really wouldn't be playing Court of 9 Chambers to begin with; hearing, "It's about artists," would send them running screaming back to RIFTS.

As for the die roll: I can see both sides, making it like the Provisions roll in Donjon, or just a narrative thing. My opinion: make it a Karma mechanic, in which you're trading off against another resource. Say, you remember you packed your revolver, but now where has that damned tube of ecru paint gone?

In this respect, the present would be buying off the past, which I think is in keeping with the artistly theme. [And different from the more typical situation I and many others are in, being deeply in debt as a result of having borrowed/gambled against the future to make the present better.]

It furthermore works like coincidental magic, which is what I read into part of Tony Irwin's post. But I'll stop here before I get into crazy A.O. Spare territory.
Title: [Court of 9 Chambers] Flashback Rolls/Conflict Resolution
Post by: talysman on January 22, 2003, 10:12:55 PM
thanks, everyone. I'm still looking at the game deeply, concentrating on two things: unforseen problems that may arise, and poor communication of concepts. I'm a big fan of rules systems that are explained clearly and concisely, but I can see from some of the questions and commments here that I need to work out a better way of phrasing.

the example about the gun is perhaps a bad example, but I deliberately chose it because I think that's what flashed through the commentor's head when he said flashback rolls sound shady and unethical. in a sense, flashback rolls -- at least in Co9C -- are unnecessary to "bring a gun into play", because the gun comes into play when your gun trope matches a die roll, no matter who was making the roll. it's just a matter of narrating it into the results of the roll.

also, one restriction on the flashback roll is that you can't interrupt an action with a flashback. after thinking about it, I realize that this restriction makes the "I remembered to pack my gun" example impossible, at least as written, although it could certainly be narrated as the result of another roll ... I think this is what clehrich suspected when he wrote:

Quote from: clehrich
My point is that not only do I not think this is shady, I don't even think you necessarily need to have a die mechanic for it.

... so you can't interrupt someone's roll with a flashback, and you can't even interrupt a sequence of rolls in a scene. in fact, I should probably not call them "flashback rolls" at all, but rather "flashback scenes". here's how I envision them actually being used to improve the game: some of you may recall the concept of models and icons in the original gamist version of Co9C: in order to "build successes" (steps) for an "acquire motif" roll, an artist can acquire a model or an icon first to use for bonus rolls. these are two seperate scenese:

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