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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 55 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: PIE: Player Interpretation of Expectation  (Read 8396 times)
seanhess
Member

Posts: 13


« Reply #60 on: November 05, 2008, 05:45:59 PM »

Ok, here's my first shot at a sample combat with PIE. I'm acting as both the GM and the player, but I'm using live rolls, so we'll see how far I get.   I'm also trying to provide explanations of the steps.

Please correct any mistakes. Thanks!

----

GM: You burst into the room and find the man in the dark cloak (your nemesis). He has the woman you saw him kidnap, and he has his knife to her throat. He looks ready to slice her if you make one bad move.  His two goonies stand in the way, clubs in hand.

With this description, I'm setting up the situational expectation. The player knows the goonies aren't that tough, they know the woman is in danger, and that the cloaked man is a real threat.

Player: I throw my knife into the cloaked man's hand, causing him to drop the knife.

The player isn't particularly awesome at knife throwing. He's a swordsman.

GM: That's going to be pretty tough, but you can do it with a remarkable action

The GM is establishing an expectation for the action?? This is intuitively how I see it working

Player: I rolled Self=5, Opposition=1, Environment=3, the total is below average. Ok, "I pull out the dagger and throw it faster than the blinking of an eye. I totally miss, and the knife sticks into the wall"

The Player doesn't think of anything for the opposition=1

GM: The cloaked man laughs at your pitiful attempt, takes your knife, and drags the girl toward the exit. The two goonies move in, surrounding you. This will make the next turn more dangerous

How do you interpret a 1 in opposition? Do the bad guys do really well, or do you somehow do less than nothing?

Player: I'm going to take care of these goonies fast! I want to kill them and chase after them right away.

GM: You'll need another remarkable action to do it before they get out the door.

Player: Alright, here goes: self=6, opposition=4, environment=1. Not quite enough. Ok, I hold them off fine, and kill one of them, but the man gets out the back door (from the magnitude failure). In fact, I manage to get between between them and the back door (self 6). I hear the door click behind me... The back door is locked, too  (environment 1).

---

Alright, that's it for now. Thanks!

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Altaem
Member

Posts: 49


« Reply #61 on: November 05, 2008, 06:36:31 PM »

It's good to see you having a go.  There's no mistakes I can see, just a few things I'd do differently.
I'm assuming your player is new to PIE and requires GM prompting at this time.

Quote from: seanhess
GM: That's going to be pretty tough, but you can do it with a remarkable action
GM: With your skill? Luck better be on your side.  Remember to use Descriptor X on Environment, you don't want to risk hitting the woman!

Quote from: seanhess
How do you interpret a 1 in opposition? Do the bad guys do really well, or do you somehow do less than nothing?
You've covered it quite well, complete lack of damage to the opponents, and loss of initiative by the hero.

Quote from: seanhess
GM: You'll need another remarkable action to do it before they get out the door.
GM: You're pressed for time, so you better use Descriptor Y on Opposition to maximize your damage.  May I suggest you instead simply barge past the goons?  You'll probably succeed (GM speak for 9+), and can use Descriptor Z on Self to move quickly.

Quote from: seanhess
I hear the door click behind me... The back door is locked, too  (environment 1).
This is an interesting narration of the 1 for environment.  It's rare for a player to cut of their own retreat, sounds more like a GM interpretation when the player hesitates. Still, it's perfectly valid, so the GM should just go with it.
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seanhess
Member

Posts: 13


« Reply #62 on: November 05, 2008, 06:47:49 PM »

Cool, thanks Smiley

Quote
This is an interesting narration of the 1 for environment.  It's rare for a player to cut of their own retreat, sounds more like a GM interpretation when the player hesitates. Still, it's perfectly valid, so the GM should just go with it.

Yeah, well, it turned out to be harder to switch roles in my head than I thought Smiley Ok, cool. I think I understand it well enough to try a real playtest. I'll let you know when I do.


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soundmasterj
Member

Posts: 120

Must... resist... urge to talk GNS...


« Reply #63 on: November 06, 2008, 01:45:26 AM »

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Jona
Altaem
Member

Posts: 49


« Reply #64 on: November 06, 2008, 03:54:41 AM »

I don't know if I agree or disagree with you...
I've been worried about this one for a while now, I think it was seanhess who first expressed confusion over unopposed and opposed rolls.

[quote = soundmasterj]Expected performance against lone goblin: easy win.
Expected performance against goblin lord: costly win.[/quote]
Possibly that's all there is to it?
maybe opposed rolls and modifiers are all redundant?

Goblin slaying isn't the best example, its too simplistic a case.
What about gun fights?  My experience here is that fixed difficulties to hit are required, and opposed rolls used to resolve return fire.
Have you got any alternative ideas how the gunfight from page 2 could have been run?
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soundmasterj
Member

Posts: 120

Must... resist... urge to talk GNS...


« Reply #65 on: November 06, 2008, 04:18:45 AM »

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Jona
seanhess
Member

Posts: 13


« Reply #66 on: November 06, 2008, 05:53:04 AM »

Possibly that's all there is to it?
maybe opposed rolls and modifiers are all redundant?

Exactly, and I agree with soundmasterj. The mechanic is all there -- it's all you need. I keep thinking I need opposed rolls for some stuff, but that's only when I'm thinking about actions in a more traditional way.  You can zoom in on a "combat round" as much as you want, but the combat round is resolved in one big roll. I felt from the beginning that the opposed roles were a departure from your original idea.

Hmm... here's another issue my traditional brain is yelling at me about. What about multiple players acting in the same combat?  No... here, it works fine -- each person can either act in addition to avoiding death, or just avoid death... either way, they're involved.

Interesting. It really is a matter of trust, and for some reason giving up old ideas scares me, causing me to fall back on tired old mechanics. It's more a matter of re-wiring your brain (which is why many people here probably never had an issue)

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soundmasterj
Member

Posts: 120

Must... resist... urge to talk GNS...


« Reply #67 on: November 06, 2008, 07:30:11 AM »

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Jona
David Berg
Member

Posts: 612


« Reply #68 on: November 06, 2008, 09:45:58 AM »

Altaem,

I think the point of my response got lost.  I probably tried to cram too much into one post.

My main point about the Descriptors was not about how they might determine outcomes, but about their primary purpose, and which ones would best serve that purpose.  My understanding is that the purpose is to inspire contribution of enjoyable detail to task resolution.  That is, detail that everyone else playing thinks is cool.

My experience has been that everyone else playing gets bored if the detail contributed is repetitive and predictable.  Beyond that, "badass" detail loses its cool factor quickly, and "internal motivation" detail is only interesting if there's a very specific, rare, perfect harmony between a character trait and a situation.

I don't claim to know how fast your group will get tired of "I do a ninja move with Master Sworsdman!" and "I'm motivated by my Honor Code to slay these scum!"  Maybe they never will, and you can just chalk that part up to my taste.  However, I think variety, concreteness, ability to apply in multiple situations, and at least a small dose of non-obvious, counter-intuitive challenge will serve any group well.  It'll help keep those detail contributions fresh and interesting for everyone.

Ps,
-David
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here's my blog, discussing Delve, my game in development
David Berg
Member

Posts: 612


« Reply #69 on: November 06, 2008, 10:00:51 AM »

Just so I know, do you intend to scrap:

Self = PC defense
Opposition = PC offense
Environment = equipment

and go with:

Self = PC performance (relevant to O&D)
Opposition = enemy performance (relevant to O&D)
Environment = objects not on either combatant's person, or forces not in either combatant's control

or combine the two, or let the player pick, or something else?
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here's my blog, discussing Delve, my game in development
David Berg
Member

Posts: 612


« Reply #70 on: November 06, 2008, 10:27:20 AM »

Altaem,

My understanding of the example you provided with the swordsman vs Orcs is that, in each instance where something went well or poorly for a PC, the mandates of the rules allowed a lot of room for interpretation.  In some games, this would turn into a back-and-forth effort to test the limits of how much advantage could be taken.  That can be fun, but more often it sucks.

Example: player rolls Self 1, Environment 6, Opposition 6
Player: 13 = this goes very well for me.  Opp6 = I decapitate the Orc in front of me.  Env6 = one of the wagons next to us is tipped over by a panicking horse and lands on the other two Orcs.  It doesn't hurt them, but it pins them.  Self1 = I didn't see the wagon either, and it bangs my left arm, giving me a nasty bruise.
GM: That's way too good for a 13!  Opp6 = you gut the Orc in front of you.  He's a goner, but he lunges toward you for one final attack.  Env6 = the Orcs dodge the falling wagon.  This momentarily distracts them, and you'll have a +1 to hit next round.  Self1 = you assumed you'd killed the first Orc, and are unprepared when he stabs you in the chest.  Take shitloads of damage.
Player: No way!  That sucks!  Mine was fine!
GM: No!  Yours sucked!  Mine is fine!


I get the impression that your play has avoided this.  I am guessing this is because (a) the GM has final say, and the players know there's no point in arguing the GM's calls, but (b) no one minds because they trust the GM to arbitrate "fairly and realistically", which is what they want, and (c) the explicit Expectation statements keep everyone on close enough to the same page to head off huge differences of opinion.

Does that sound right, or is there another explanation?

If you've already stated other rules that narrow the wiggle room, I apologize for missing them.  This thread is long and all the info you've provided is spread out.

Thanks,
-David
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here's my blog, discussing Delve, my game in development
soundmasterj
Member

Posts: 120

Must... resist... urge to talk GNS...


« Reply #71 on: November 06, 2008, 10:41:56 AM »

Quote
Self = PC performance (relevant to O&D)
Opposition = enemy performance (relevant to O&D)
Environment = objects not on either combatant's person, or forces not in either combatant's control
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Jona
themaloryman
Member

Posts: 35


« Reply #72 on: November 06, 2008, 03:22:54 PM »

Well, this is getting complex very quickly...

I think something that might be worth pointing out is that in some ways (all respect to Altaem) PIE doesn't do anything so radically different to any other role-play system. All roleplays are about setting up expectation (I am attempting a difficult action, so I am going to need a good total result to pull this off) and then allowing the dice to dictate whether that expectation is met, failed or exceeded. What it does is it allows a lot of the complexities of concrete bonuses and penalties to be stripped out of things, because the probability curve is so tight. But the beauty of PIE is that you can Zoom In or Out as much or as little as you want (those are brilliant terms, BTW - respect to whoever thought them up!). You can complicate it if you want to get detail from a fight scene, or want to minimise risk. An apalling fail on a single action probably won't kill you. An apalling fail on a whole fight very seriously might. PIE is flexible, and that means it can be what you want.

I agree that fudging results is bad, but I'm not the GM in this instance, and I know the temptation to fudge when I have been. If you can fduge by a single number and therefore not ruin someone's game, it's not a bad idea all the time.

Anway, gotta shoot - work to do! - but I'll come back when I've thought a bit more.
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soundmasterj
Member

Posts: 120

Must... resist... urge to talk GNS...


« Reply #73 on: November 06, 2008, 03:28:19 PM »

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Jona
themaloryman
Member

Posts: 35


« Reply #74 on: November 06, 2008, 04:52:03 PM »

Mm, true. Was forgetting, which might seem impossible, but I played the system in a previous iteration when it didn't do that. To me the different 'whys' are a bonus to a system that was already very good. It just means allowing the dice to suggest a direction to the plotting not otherwise there. But I think the crux of my argument stands. This is about working out how probable a result is, and letting the dice roll determine how the actual result reflected the initial intent and expectation. All RPGs do that. This one just does it with colour. I mean, it takes a certain kind of brilliant lateral thinking to distill all this other stuff and get the simplicity that Altaem has come up with, but his system doesn't do anything totally new or mind-blowing. It just does it in a really, really fast, simple and flexible way.

I don't think this stuff is copyright though (albeit that I'll let Altaem confirm or deny that!) and I'm sure you're welcome to invent your own game elements. Altaem has a great mind for putting this stuff together, but now he's provided the genesis of the idea, he won't have an issue with other people using and changing his rules to suit their own contexts and paying circles.
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