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Topic: Conflict vs Task Resolution to facilitate Narrativism
Started by: Daredevil
Started on: 3/5/2005
Board: GNS Model Discussion


On 3/5/2005 at 5:52pm, Daredevil wrote:
Conflict vs Task Resolution to facilitate Narrativism

In Ron's essay "Narrativism: Story Now", under heading "System - 'it does matter' all over again", Ron talks about task vs. conflict resolution.

In Narrativism: Story Now, Ron Edwards wrote: I submit that trying to resolve conflicts by hoping that the accumulated successful tasks will turn out to be about what you want, is an unreliable and unsatisfying way to role-play when developing Narrativist protagonism.


I've been thinking about this and trying to understand the reasoning for this claim. Specifically, I'm wondering how does the "unreliable and unsatisfying way" manifest itself in play.

That whole matter is not discussed at any great length in the essay, except for a review of FITM use. To me, this makes it all like an advertisement for FITM. Personally, while I see FITM as a "nice thing", I fail to see how the following ideas (described as features of FITM) cannot also be applied to fortune-in-the end:

In Narrativism: Story Now, Ron Edwards wrote: Fortune-in-the-Middle as the basis for resolving conflict facilitates Narrativist play in a number of ways.

* It preserves the desired image of player-characters specific to the moment. Given a failed roll, they don't have to look like incompetent goofs; conversely, if you want your guy to suffer the effects of cruel fate, or just not be good enough, you can do that too.
* It permits tension to be managed from conflict to conflict and from scene to scene. So a "roll to hit" in Scene A is the same as in Scene B in terms of whether the target takes damage, but it's not the same in terms of the acting character's motions, intentions, and experience of the action.
* It retains the key role of constraint on in-game events. The dice (or whatever) are collaborators, acting as a springboard for what happens in tandem with the real-people statements.


For the first one, even if the modifiers come from well recognized places, the interpretation of the final result is still somewhat up in the air. Count all the relevant modifiers, then resolve and narrate the result to fit your character. The clumsy troll trips on a twig, his bash missing the target. The deft elf's sword cuts are unable to penetrate the armor. Neither character's inherent concept is hurt by the result. Likewise for the second point, I just don't see a difference between the two systems (regarding this point) at all. The third one, isn't that more like a description of a game system's function in general?

I'm trying to understand this topic to see if "my way" would become better by adopting different resolution methods. If there is some uncertainty and unsatisfaction that I'm being blind to, I'd like to know about it! Right now I'm thinking that I'm probably using fortune-in-the-end mechanics kinda more like fortune-in-middle ones are intended to be used. Maybe it's a fix to avoid dysfunctional play. However, I think the fix isn't clunky at all.

- Joachim Buchert -

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On 3/5/2005 at 6:17pm, xenopulse wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

I understand it this way:

- Task resolution resolves an action.
- Conflict resolution resolves something that was at stake.

If your game revolves around individual challenges, task resolution is great. But if you have thematic goals, you might spend a lot of time resolving tasks without ever resolving what's thematically at stake. That's unsatisfying and unreliable from a thematic standpoint.

Manifestation example that I read on Vincent's blog: You are trying to get dirt on someone by searching through their office. Task resolution: pick safe, search safe, pick drawer, search drawer. None of this might be fruitfuil; there might be no dirt in those places to start with. You've just wasted a lot of time, from the thematic standpoint. Conflict resolution: Use the mechanism to determine the actual goal. Do I or do I not find dirt ? There, done. Now on to the next stake.

If you use conflict resolution, the main difference is that each resolution counts. Something's at stake, something that matters.

At least that's my understanding.

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On 5/2/2005 at 10:49am, Irmo wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

Sorry to necromance this thread, but since I had a discussion on this issue in the TROS Forum, I'd like to raise some arguments here, and see what others think.

xenopulse wrote: I understand it this way:

- Task resolution resolves an action.
- Conflict resolution resolves something that was at stake.

If your game revolves around individual challenges, task resolution is great. But if you have thematic goals, you might spend a lot of time resolving tasks without ever resolving what's thematically at stake. That's unsatisfying and unreliable from a thematic standpoint.

Manifestation example that I read on Vincent's blog: You are trying to get dirt on someone by searching through their office. Task resolution: pick safe, search safe, pick drawer, search drawer. None of this might be fruitfuil; there might be no dirt in those places to start with. You've just wasted a lot of time, from the thematic standpoint. Conflict resolution: Use the mechanism to determine the actual goal. Do I or do I not find dirt ? There, done. Now on to the next stake.

If you use conflict resolution, the main difference is that each resolution counts. Something's at stake, something that matters.

At least that's my understanding.


I see an underlying assumption, however, that an accumulation of task resolutions is necessary. I'd like to challenge that view by taking an analogy from sciences: In a multi-step process, the individual steps usually proceed with varying speed. The overall process in its speed thereby is obviously defined by the slowest of all steps -the so-called rate-limiting step.

I'd like to apply this to another example from Vincent's site: The situation of getting past an enemy to catch a ship. Do we really have to make several task rolls to resolve the situation? Not if we make the following assumptions:


It is possible to reach the ship.
The running speed -excluding impairment- is the same with or without the fight.



Then we have the following situation: The fight with the enemy is the rate-limiting step. It is the one thing that makes or breaks whether the ship is reached in time. In order to reach the ship, two things have to happen:


The fight has to be over in short order, say in X rounds/exchanges/whatever -otherwise the buffer time is exhausted
The fight has to be resolved without suffering a)leg injuries b)major injuries of any kind -otherwise we cannot assume similar running speeds



So all we have to do is resolve the fight. Yes, this can take several rolls, as any fight can. But it doesn't have to, and is essentially one task being resolved -taking out the enemy. The multiple rolls are only necessary due to the specific example and only in specific systems. If we had a totally different example -e.g. intimidating a guard to let you pass so you can stop your friend's execution- then depending on the system used, it might only be one roll. The key point is that task resolution does NOT require you to get bogged down in every teensy little bit of detail. It doesn't forbid you in any way to take a look of what the critical steps in a conflict are, and consider the others negligible.

Taking your example, suppose there's nothing regular to pick on the safe, it has a time-lock mechanism. You would resolve the cracking of a safe e.g. by welding and the picking of a drawer lock with the same roll and with the same modifiers. You know whether the character has the info or not. But the time taken, the noise generated, the traces left etc. are all completely arbitrary, since you can interpret even the margin of success in an infinite number of ways. Does a big margin of success mean that information was found at the first place searched? Or that it was found in the safe, after welding it open in a breeze? What could be called the interpretive scope or spectrum allowed by conflict resolution, is it not just a different form of arbitrariness, with the emphasis being on who interprets what on the basis of what data?

My main point, though, is thus that I think while the two are obviously distinct, the distinctions tend to be exaggerated as a matter of habit of handling e.g. task resolution in a specific way. You can equally well use task resolution in a way that something that matters is at stake. In the examples above, if you don't manage to incapacitate the enemy, you don't reach the ship. If you don't manage to make the guard let you pass, your friend will be executed. In essence, it's boiling down conflict resolution to a single, make-or-break task, and resolving that task. While it gives you less interpretive scope, that also translates to less arbitrariness, and it gives you a clear idea as to where the problem was. IF the character looks like a complete fool in it, in more cases than not I think the cause is more to be sought in the way the system resolves tasks than in the fact that it focuses on task resolution (e.g. linear distribution of probabilites from 0 to 100% success, coarse resolution leaving you with 5% blunder probability regardless of expertise etc.)

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On 5/2/2005 at 9:43pm, WhiteRat wrote:
Re: Conflict vs Task Resolution to facilitate Narrativism

Joachim,

I think your analysis is correct in that you are using Fortune-in-the-Middle. Compare this description of yours to Ron's description of FitM in the essay:

Daredevil wrote: For the first one, even if the modifiers come from well recognized places, the interpretation of the final result is still somewhat up in the air. Count all the relevant modifiers, then resolve and narrate the result to fit your character. The clumsy troll trips on a twig, his bash missing the target. The deft elf's sword cuts are unable to penetrate the armor.


Ron Edwards, Story Now wrote: Usually, instead of the typical description that you "swing and miss," because the "swing" was assumed to be in action before the dice could be rolled at all, the narration now can be anything from "the guy holds you off from striking range with the spearpoint" to "your swing is dead-on but you slip a bit." Or it could be a plain vanilla miss because the guy's better than you. The point is that the narration of what happens "reaches back" to the initation of the action, not just the action's final micro-second.


However, you are also correct in that Fortune-in-the-Middle is not unique to Conflict Resolution. You can use it with Task Resolution just fine.

To me, the reason that Conflict Resolution facilitates Narrativism while Task resolution does not is because the former keeps the focus on what I care about. The latter puts the focus on actions (upon actions, upon actions) that I don't care about.

Task Resolution asks: "Are you fast enough to strike first? Do you hit him with your sword? Do you dodge his blows?" And all the while I'm tapping my foot and thinking, "I don't care about all these details! The interesting stuff happens after. If I beat him I have to decide whether to spare his life, or if he beats me I have to decide whether to plead for my life! Why aren't we getting straight to that stuff?"

Conflict Resolution, on the other hand, can cut straight to the Narrative heart of the matter. Every roll swells with the promise of imminent Premise.

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On 5/2/2005 at 9:51pm, Irmo wrote:
RE: Re: Conflict vs Task Resolution to facilitate Narrativism

WhiteRat wrote:
Task Resolution asks: "Are you fast enough to strike first? Do you hit him with your sword? Do you dodge his blows?" And all the while I'm tapping my foot and thinking, "I don't care about all these details! The interesting stuff happens after. If I beat him I have to decide whether to spare his life, or if he beats me I have to decide whether to plead for my life! Why aren't we getting straight to that stuff?"

Conflict Resolution, on the other hand, can cut straight to the Narrative heart of the matter. Every roll swells with the promise of imminent Premise.


Question: Does a task resolution system switch to conflict resolution by the sole fact that it introduces one-roll combat resolution? I doubt it. I think just the scope of the task has changed. But it has done PRECISELY what you demand: It got straight to the stuff of who beat whom, without any details in between and its decision time on the issues you raised.

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On 5/2/2005 at 10:28pm, xenopulse wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

I see what you're saying. But the difference between a task resolution system and a conflict resolution system lies in how you frame the tasks/conflicts, and what the potential outcomes are--not just how detailed the resolution is.

So usually, in a Nar setting, a fight is *about* something. Using Dogs in the Vineyard as an example, fights are not just about "Do I beat him," but "Can I keep him from going off and shooting the shopkeeper."

Also, in the previous example, if the conflict stake is, "Do I get dirt on the bad guy," and I succeed, then that's what happens.

If I think "I want to get dirt on the bad guy, maybe something's in the safe," and I crack the safe, there's no guarantee that I've achieved anything meaningful at all. The safe might be empty, or not hold any dirt.

With conflict resolution, the idea is that you resolve the issue that actually matters. With task resolution, you might waste rolls and time doing certain tasks, as prescribed by the system, and in the end those tasks never had the chance to get you what you wanted in the first place. Now the DM could help you along, but the system won't help in and of itself.

Compare and contrast that with Trollbabe, or Primetime Adventures, and you'll see a very noticeable difference that's not just one of scope of tasks. It's a whole different approach on how to handle input into the game, and whether to articulate and resolve *why* you are doing what you're doing.

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On 5/2/2005 at 10:59pm, Eero Tuovinen wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

The kernel of the question is whether task resolution works equally well for narrativism? Let me try...

The issue at hand in conflict resolution is the why, while with task resolution it's the how - this is clear. Now, consider: which question carries the premise? There are literary devices where the premise certainly is in the task, but in those cases there is invariably a conflict embedded in there (namely, do I succeed in this task; if this question is not implicit, there is no premise in the task). On the other hand, there certainly are conflicts that are not tied to any particular task. Examples:

Task without premise meaning:
- a random fight, just because these parts are dangerous, you know
This has nothing to do with premise.

Task with premise meaning:
- a fight with my sworn enemy - will my virtue best him?
This is just as premise-relevant as any conflict, but that's because it's identical with the conflict in question:

Conflict with premise meaning:
- a fight with my sworn enemy - will my virtue best him?
See? It's the same as above. The task becomes premise-relevant by the virtue of the embedded conflict, not on it's own.

Conflict without a defined task:
- It's claimed that his evil is mightier than my good! Is it?
Now, this is a fine conflict. But where's the task? There isn't any! It's the same exact conflict as above, worded a little differently, but the implicit task of battling has dissappeared!

The point: tasks (what the protagonist does) and conflicts (why he does it) exist in a narrative regardless of the mechanics. Conflicts are more natural currency for narrativist play, because premise occurs on the level of conflicts. Individual tasks are ultimately incidental to this. Every case of addressing premise is ultimately up to a given conflict, defined or not. If a task or a string of tasks can be defined to solve the conflict, then task resolution limps by.

Now, I mentioned above that there are tasks with premise meaning, very much so. Example: in the anime series Smiling Shenshi we have a swordsman who refuses to take up a gun, because he feels this diminishes the responsibility the killer takes for his act. In this kind of case the character makes a task meaningful premise-wise, the task becomes the arena for conflict. Every time this guy ends up in a fight the question is asked - can he hold onto his ideals? Can he best the odds with only his sword? It's pretty trivial to construct a task example that is very clearly premise-significant.

But, the point: the task becomes premise-significant only because it embodies the conflict, not because of any virtue of it's own. There is no premise-meaningful task that doesn't become so through a conflict. Premise itself signifies a question of meaning, while conflict is a judgement of choice. These are ultimately as duck unto water.

So, in conclusion: conflict resolution is better suited for narrativism because conflicts are the subject matter therein. Of course task resolution can be applied judiciously, but the odds are that a good nar game will have some way of controlling and manipulating the conflict level as well. Task resolution is an unreliable tool for this, just as Ron says.

Regardless, nothing stops people from trying ;) I myself designed deliberately a nar game with task resolution in The Fall of Atlantis and Dawn of Human History last year in IGC. In that game tasks were infused with varying premise-relevant conflicts at different points of the game, so the choice of task action was really very much about premise, and it was very difficult to set up tasks with no premise meaning. But this kind of design requires careful forethought, and it's still a very open question whether there's any point to it.

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On 5/2/2005 at 11:06pm, Landon Darkwood wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

Joachim Buchert wrote: For the first one, even if the modifiers come from well recognized places, the interpretation of the final result is still somewhat up in the air. Count all the relevant modifiers, then resolve and narrate the result to fit your character. The clumsy troll trips on a twig, his bash missing the target. The deft elf's sword cuts are unable to penetrate the armor. Neither character's inherent concept is hurt by the result. Likewise for the second point, I just don't see a difference between the two systems (regarding this point) at all. The third one, isn't that more like a description of a game system's function in general?

I'm trying to understand this topic to see if "my way" would become better by adopting different resolution methods. If there is some uncertainty and unsatisfaction that I'm being blind to, I'd like to know about it! Right now I'm thinking that I'm probably using fortune-in-the-end mechanics kinda more like fortune-in-middle ones are intended to be used. Maybe it's a fix to avoid dysfunctional play. However, I think the fix isn't clunky at all.


Kicking this back to the original post for a moment... really, I think you're just using FITM, period. An "as per the Provisional Glossary" FATE mechanic would account for all parts of declaration and description before the roll occurs. There is no interpretive freedom, or very little, except in terms of what variables aren't accounted for by declaration or modifiers. I announce that I want to swing my axe at the orc. You bring in all the modifiers and describe. Therefore, if I fail, it means I whiff. I fail to hit the orc with the axe I just swung.

There's no "gimmie" there - you can't go back and say I hit him but the armor was too thick, or that my footing was bad or we were in an awkward position or whatever, or that I didn't get a chance to swing. The action has been described already. Which makes me look like a putz if we're playing in a game where I'm supposed to be this mega-serious epic adventurer type. Or, failing the roll means the action went as stated and didn't do a darn thing to the orc. Which makes me look like even more of a putz. I mean... I'm a hero, darn it, and that's just an orc.

Now, if you didn't describe and account for everything in full like that, and use the outcome of the roll as context to retroactively determine what precisely happens... yeah. That's Fortune in the Middle. I say, "I want to try and hit the orc with my axe," we apply some modifiers, and I blow the roll. You can say, "You know, with your position as awkward as it is, the opportunity just doesn't present itself to take a good, solid swing." Because you're using FITM, you can say that retroactively. We never determined that I definitively swung that axe - just that I was going to try.

In truth, I rarely if ever see anyone stick consistently to FATE mechanics, even if the rules call for it.


-Landon Darkwood

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On 5/3/2005 at 9:07am, Irmo wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

Eero Tuovinen wrote: The kernel of the question is whether task resolution works equally well for narrativism? Let me try...

The issue at hand in conflict resolution is the why, while with task resolution it's the how - this is clear. Now, consider: which question carries the premise? There are literary devices where the premise certainly is in the task, but in those cases there is invariably a conflict embedded in there (namely, do I succeed in this task; if this question is not implicit, there is no premise in the task).

On the other hand, there certainly are conflicts that are not tied to any particular task. Examples:

Task without premise meaning:
- a random fight, just because these parts are dangerous, you know
This has nothing to do with premise.

Task with premise meaning:
- a fight with my sworn enemy - will my virtue best him?
This is just as premise-relevant as any conflict, but that's because it's identical with the conflict in question:

Conflict with premise meaning:
- a fight with my sworn enemy - will my virtue best him?
See? It's the same as above. The task becomes premise-relevant by the virtue of the embedded conflict, not on it's own.

Conflict without a defined task:
- It's claimed that his evil is mightier than my good! Is it?
Now, this is a fine conflict. But where's the task? There isn't any! It's the same exact conflict as above, worded a little differently, but the implicit task of battling has dissappeared!

The point: tasks (what the protagonist does) and conflicts (why he does it) exist in a narrative regardless of the mechanics. Conflicts are more natural currency for narrativist play, because premise occurs on the level of conflicts. Individual tasks are ultimately incidental to this. Every case of addressing premise is ultimately up to a given conflict, defined or not. If a task or a string of tasks can be defined to solve the conflict, then task resolution limps by.


I think this actually illustrates well one of my points. Sure, conflict resolution can solve the last example, task resolution can not solve it as is. BUT in order to actually have a narrative, you have to resolve the how -and be it through arbitrary decision- eventually, otherwise there's no meat to your story. A line of plot points is no story. So the main difference is when and how the how is resolved. If you have a task resolution system that works in a believable fashion (such as one where your results scatter around what can be expected for your level of expertise) and you decide on the how before rolling, then a)the narrative flow isn't really stopped any more than with conflict resolution, and there is no real risk of characters looking like fools -one of the points frequently leveled against task resolution mostly based in the common linear distribution of probabilities.


So, in conclusion: conflict resolution is better suited for narrativism because conflicts are the subject matter therein. Of course task resolution can be applied judiciously, but the odds are that a good nar game will have some way of controlling and manipulating the conflict level as well. Task resolution is an unreliable tool for this, just as Ron says.


And I still am not convinced it is something inherent to task resolution, rather than the way it is handled in most systems. If you condense conflicts into tasks critical for their resolution, then task resolution is handling the conflict level. I maintain that the amount of useful information for the resolution of your conflict is similar, no matter which way you handle it, the difference being when and which information it is.

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On 5/3/2005 at 11:04am, Eero Tuovinen wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

Well, yeah. The same game can, and probably does, have systems for both conflict and task resolution. Take Dust Devils: the best poker hand decides the conflict, but the highest card chooses the narrator, who then calls any tasks in the conflict. The game has both conflict and task resolution, they're just tied closely together.

Of course a narrative needs to know how the tasks go. It's just that generally any given task won't be nearly as important as the key conflicts. This is self-evident, because of what I said earlier: a task garners literary meaning only in relation to a premise it addresses, and by addressing premise it becomes a conflict. This is why many modern narrativist games relegate task resolution into a secondary role, where the narrator just decides on it. It has some value, but it's incidental. For most conflicts we don't really care about the task details.


And I still am not convinced it is something inherent to task resolution, rather than the way it is handled in most systems. If you condense conflicts into tasks critical for their resolution, then task resolution is handling the conflict level. I maintain that the amount of useful information for the resolution of your conflict is similar, no matter which way you handle it, the difference being when and which information it is.


Here's the point, again: what you have here is eminently possible, but what you've done is just ensuring that the task resolution becomes conflict resolution. By "condensing conflicts into tasks" you're just doing a trick wherein the task stands in for the conflict. This is conflict resolution, insofar that it's the conflict that's being resolved. It's incidental that there's a task in there as well. Not that it's not a good idea - I can well imagine genres and playing styles where it's a real good idea to condense big conflicts into kind of 'breakpoints', where everything rests on this one task. Gives a cinematic "show, don't tell" feel to it, I imagine. On the other hand, there's a real danger of the conflict being handled in sub-optimal way then... the conflict could be resolved based on some completely incidental feature of the task, like surprise attack, say. Doesn't strike me as a powerful thematic statement: "Ha, my superpowers gained through child molestation are better than your yoga, because I got the drop on you!"

That's the weakness of task resolution nar-wise: the task will, by the virtue of being a task, include all manner of rules about proper task resolution. Like the typical combat game, with it's initiative, shield bonuses, combat speed, weapon selection and whatever else. Any and all of these can potentially carry premise, but they might also become hazards that clinch the task regardless of the premise-thing at hand. Like, we play Riddle of Steel and it's my Love SA against your Revenge SA, powerful stuff. If one of us lacks the SA, the other will likely win. But it might also be that some nar-wise inconsequential tactical trick will win the task, and the conflict, for one of us. That's a whole different ball-game, and won't necessarily be a good thing. "Love triumphs against evil because it has better shield tricks?!?" Task resolution can be uncontrolled and meaningless conflict-wise.

So yeah, you could say that task resolution is just as good as conflict resolution for narrativistic gaming, if you're willing to make sure that the task resolution handles conflicts consistently, efficiently and fairly, with perhaps some way to ensure no possibility of premise-empty tasks cropping up. But then you could as well call that system conflict resolution, because that's what it does. It's like claiming that anybody can play musical instruments, they don't need to be musicians to do it, they just have to practice, learn and care about music... but if they do, then they are musicians!

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On 5/3/2005 at 12:05pm, Irmo wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

Eero Tuovinen wrote:
Of course a narrative needs to know how the tasks go. It's just that generally any given task won't be nearly as important as the key conflicts. This is self-evident, because of what I said earlier: a task garners literary meaning only in relation to a premise it addresses, and by addressing premise it becomes a conflict. This is why many modern narrativist games relegate task resolution into a secondary role, where the narrator just decides on it. It has some value, but it's incidental. For most conflicts we don't really care about the task details.


Thing is that rather than reducing arbitrariness, it increases it, since not just one aspect of the consequences of the roll, but all but one are completely arbitrarily chosen. True, it's the one you care most about, but if that's the case, isn't leaving just that one to a die roll sort of a cop-out? Especially since you ONLY answered it in a binary yes/no fashion, and the true meaning is again left to arbitrary decision-making. To illustrate that, let me use the "getting the dirt on the bad guy" example again. So the die roll tells us we got the info. Does it also tell us we only got it in a fashion that makes it a pyrrhic victory, because we ensured we will never get to use it by the way we got it (e.g. we alerted half the building to our presence?)

In a good story, there's more to conflict than the mere question of who wins. The how IS important. And even when a margin of success can give you an idea how close you were to failure, it is completely up for grabs what that means.


Here's the point, again: what you have here is eminently possible, but what you've done is just ensuring that the task resolution becomes conflict resolution. By "condensing conflicts into tasks" you're just doing a trick wherein the task stands in for the conflict. This is conflict resolution, insofar that it's the conflict that's being resolved. It's incidental that there's a task in there as well.


Not really. ANY way to use task resolution will eventually lead to resolution of conflicts in one way or the other. My point is that you do not need a series of them. However, this does MORE than simple binary conflict resolution, it gives you an idea about the "how".


On the other hand, there's a real danger of the conflict being handled in sub-optimal way then... the conflict could be resolved based on some completely incidental feature of the task, like surprise attack, say. Doesn't strike me as a powerful thematic statement: "Ha, my superpowers gained through child molestation are better than your yoga, because I got the drop on you!"


There are dangers to anything. No matter what method you use, bad handling can screw you up big time. Most of all, when you handle your way of conflict resolution badly, the thematic statement can be equally unsatisfying, totally off, or simply devoid of credibility, because it is completely arbitrary, with all dangers that poses.


That's the weakness of task resolution nar-wise: the task will, by the virtue of being a task, include all manner of rules about proper task resolution. Like the typical combat game, with it's initiative, shield bonuses, combat speed, weapon selection and whatever else. Any and all of these can potentially carry premise, but they might also become hazards that clinch the task regardless of the premise-thing at hand.


A)Tunnel vision on combat is not a very good basis for argumentation, since conflicts can equally well involve fast-talking someone etc., for which most systems have one-roll resolution
B)There's one-roll combat resolution alternatives for many a system.


Like, we play Riddle of Steel and it's my Love SA against your Revenge SA, powerful stuff. If one of us lacks the SA, the other will likely win. But it might also be that some nar-wise inconsequential tactical trick will win the task, and the conflict, for one of us. That's a whole different ball-game, and won't necessarily be a good thing. "Love triumphs against evil because it has better shield tricks?!?" Task resolution can be uncontrolled and meaningless conflict-wise.


Narration can be meaningless, if you don't bother to give it meaning. This is NOT the fault of talk resolution. Substitute "love" in your quote with "justice" and "shield tricks" with "tactics" and thousands and thousands of people throughout history will disagree with you, telling you that the better tactics are nothing but a manifestation of God's support for the righteous. The Lord gave the Just the right idea at the right time. You are denying the very basis of the concept of a trial by combat with your argumentation. The point is that the task resolution system gave you information about the "how". Rather than being completely arbitrary, your narration of the how now is centered on the task resolution result. Might not be appealing to some not to have full dramatic license, but it most certainly doesn't hinder narration. It gives it a framework.


But then you could as well call that system conflict resolution, because that's what it does. It's like claiming that anybody can play musical instruments, they don't need to be musicians to do it, they just have to practice, learn and care about music... but if they do, then they are musicians!


Again, I disagree. Because resolving your conflict in this fashion will give you more information than standard conflict resolution and leaves less to your arbitrariness.

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On 5/3/2005 at 12:19pm, Ron Edwards wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

Hello,

I think you and I are going to have to agree-to-disagree, Oliver, or to put it better - if we understand one another's differing outlooks, then our discussions of things like actual play and so on will benefit, because we won't surprise each other with odd-appearing statements.

My point of view: multiple task resolutions do not inherently sum to conflict resolution.

Your point of view: they do.

My point of view: for such a sum to occur, the people at the table must make a cognitive shift at the "equals sign" step which constitutes conflict resolution.

Your point of view: they don't have to make such a shift.

I'm not trying to convince you of anything with this post. My only hope is that I've stated your position fairly and that you can state mine ... again, so that any discussions in Indie Design or wherever else can actually become constructive.

Best,
Ron

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On 5/3/2005 at 3:06pm, Eero Tuovinen wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

OK, Irmo, it seems that we disagree pretty severely. What's more, the communication doesn't seem to be working for some reason. I'll nitpick a couple of matters in case they'd help you get some perspective on my opinion, but any more than that would be just repeating my arguments. For clarification, I don't think that you really got my point, but that's certainly my shortcoming. As Ron says, we'll just have to agree to disagree for now.

Irmo wrote:
Not really. ANY way to use task resolution will eventually lead to resolution of conflicts in one way or the other. My point is that you do not need a series of them. However, this does MORE than simple binary conflict resolution, it gives you an idea about the "how".


Actually, one of the key reasons I abhor classical task resolution solutions is the effortless way an experienced GM can use them to totally control conflict resolution. Like this:

GM: "OK, to save your daughter, you have to skulk into the enemy camp. You crest the hill and see their camp fires. Roll Sneaking."
Player: <roll roll> "Success."
GM: "You sneak easily past the first ring of guards, and are now really close to their fires. Where is your daughter? Roll Sneaking."
Player: <roll roll> "Success."
GM: "You overhear a conversation and learn her position. Now you'll have to sneak to the tent in the middle of the camp. Roll Sneaking."
Player: <roll roll> "Damn, I missed this one!"
GM: "OK, they spotted you in the middle of their camp. Let's see you get out of this one..."

Is this a familiar phenomenon? Because it's one of the more common illusionistic tools when using task resolution (specifically, when the GM can initiate the tasks nilly-willy). What happened here? It looks innocuous enough, until you realize that the GM is running a pregen adventure where the hero has to get caught by the enemy... he's just inventing more task rolls on the spot, waiting for the player to inevitably miss one. He's using the task roll mechanics to control the conflict, which is of course, "Can I save her?"

This has nothing to do with task scale. The GM could as easily have one roll to depict the brave rescue, another for the chase afterwards, still another for hiding after the chase, and one more because of the big storm that breaks out... as long as the underlying conflict of whether he manages to save his daughter is kept (perhaps artificially) open, the GM is holding all the cards. The only way for the player to genuinely gain anything is for the GM to let the issue lie. Most GMs will do that at some point, conflict resolution or no, but it's haphazard.

The point: there is no guaranteeing that task resolution results in conflict resolution. A task resolution could be meaningless (like, when the character does something just to show how cool he is, and the GM calls for a skill roll), or just for show (like the above string of rolls), or simply besides the point (like when the conflict was about your willingness to kill, but the resolution system only comes up when you try to execute the decision).


A)Tunnel vision on combat is not a very good basis for argumentation, since conflicts can equally well involve fast-talking someone etc., for which most systems have one-roll resolution
B)There's one-roll combat resolution alternatives for many a system.


Frankly, that has nothing to do with the issue at hand. I'm just using combat examples to keep this simple. Better things to do than inventing illustrious imaginary play.

Similarly, the number of rolls has nothing to do with this. The important thing is what you're going to let affect the resolution. A task resolution by definition (the how question) is primarily about the method. Even with a one-roll task resolution you're likely to get bonuses and penalties to the roll for good or bad tactics. If you don't, I really don't see why it's task resolution instead of conflict resolution.


Rather than being completely arbitrary, your narration of the how now is centered on the task resolution result. Might not be appealing to some not to have full dramatic license, but it most certainly doesn't hinder narration. It gives it a framework.


That's true. As I've tried to impart, task resolution is not a problem in rpg systems. The problem is not having conflict resolution. I can well imagine three different approachs to functional narrativist systems:
1) having a conflict resolution system, but being vague about task resolution (Dust Devils, PTA, Fastlane, whatever)
2) having a task resolution, ensuring that the tasks carry conflict significance (Sorcerer, TRoS)
3) having both task and conflict resolution side by side (cant' think of any examples... hah, Dogs in the Vineyard!)
See? Task resolution is not the enemy, you just have to ensure that conflicts are resolved, too. Without resolving conflicts you are playing freeform as far as narrativist priorities are concerned. The conflict will be resolved based on tradition, player psychology or other informal negotiation. It might work well or not, but it's not the rules that have any say over it.

Your examples of hypothetical nar-friendly task resolution seem to me to fall mainly in the second category. Of course a task resolution is fine if you structure the tasks in such a way as to get conflict resolution done on the side. Your earlier example about reaching the ship is clear on this: analyze the situation, define the stakes, invest the conflict (do I reach the ship) into the task (do I win this fight in X rounds), and use the task resolution to solve the conflict. Why not, there's weirder conflict resolution systems under the sun.


Again, I disagree. Because resolving your conflict in this fashion will give you more information than standard conflict resolution and leaves less to your arbitrariness.


Man, the world is full of different methods of task and conflict resolution. Some give more information on some things, some don't. We're still very much exploring the possibilities, and I don't even believe that there's any one ultimate solution that's best for all situations. Consider Dust Devils: the players have to choose at the start of the conflict which abilities they use. This is task resolution detail in a sense, because the narrator has to take it into account when narrating the various tasks of the conflict. A player says that he's gonna shoot the son of a bitch, using Hand (dexterity) and Eye (perception), I don't know what that is but task resolution information. If the players didn't also define the conflict stakes ("I win, he dies, you win, he escapes"), the Dust Devils system would be a perfectly round and fine task resolution system.

Or take Dogs in the Vineyard, for another purty western narrativist game: it has a very clear and present task resolution system: a player can call any task the opponent dare not ignore as his Raise in a conflict, and the task succeeds, unless the other player opts to Block with a description of how the task goes awry. This is task resolution! Simple but real. The thing is, the task resolutions are embedded into a 100% conflict resolution system, where the tasks answer the how for the conflict's why. Incidentally, the game has an explicit task resolution system for outside conflicts as well: "Say yes or roll the dice" it's called, and it means that the GM has to allow any task to succeed, unless he's willing to go to a conflict over it. It's simple, but it's still task resolution. Want to climb a fence? Yes, that's fine. Want to shoot some critters? Go ahead! Want to shoot me mom? No way man, that's a conflict situation right there!

Bottom line: conflict and task resolution are not black-and-white categories, but rather methods of manipulating the SIS. What's more, they manipulate it on entirely different levels. So it's foolish to say that task resolution is inherently less arbitrary or something like that.

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On 5/5/2005 at 2:36am, paulkdad wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

First, thanks for the excellent discussion. If I didn't understand the difference between TR and CR before, I sure do now. Wow.

Thing is that rather than reducing arbitrariness, it increases it, since not just one aspect of the consequences of the roll, but all but one are completely arbitrarily chosen. True, it's the one you care most about, but if that's the case, isn't leaving just that one to a die roll sort of a cop-out?

Please be patient with me while I throw out an example that contradicts this. It looks like task resolution, but it's really conflict resolution: Let's say that your PC just met up with an old foe who had humiliated him many times in the past. So there is the drive not just to defeat said foe, but to completely humiliate him. For the player's satisfaction, you just might use a blow-by-blow method of conflict resolution. Why? Because every bloody nose and every cracked rib is a piece of that conflict. It doesn't have to be all or nothing. In fact, it would be terribly unsatisfying to resolve something like this with one roll and one description, because humiliation is a cumulative effect.

But it would also be a mistake to simply call this "task resolution in disguise", because the conflict isn't the actual fight, it's the act of humiliating your foe. So, instead of rolling "to hit", you're rolling "to humiliate (or hurt)". And don't forget that conflicts are always two-sided: In this example, it's "Do I humiliate him or does he humiliate me--once again!?" In which case, every humiliation you endure brings you closer and closer to a disastrous outcome (thus increasing the stake in future conflicts).

The confusion arises because sometimes the question of "do I succeed?" can be seen from either point of view. In the above example, it might be a very fine line between hitting your opponent and hurting or humiliating him. In which case, it's kind of like the "is it a wave or a particle?" discussion. But I hope this example makes it clear that the number of rolls doesn't have anything to do with it.

Thanks for your patience.

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On 5/5/2005 at 9:11am, Irmo wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

paulkdad wrote:
Please be patient with me while I throw out an example that contradicts this. It looks like task resolution, but it's really conflict resolution: Let's say that your PC just met up with an old foe who had humiliated him many times in the past. So there is the drive not just to defeat said foe, but to completely humiliate him. For the player's satisfaction, you just might use a blow-by-blow method of conflict resolution. Why? Because every bloody nose and every cracked rib is a piece of that conflict. It doesn't have to be all or nothing. In fact, it would be terribly unsatisfying to resolve something like this with one roll and one description, because humiliation is a cumulative effect.

But it would also be a mistake to simply call this "task resolution in disguise", because the conflict isn't the actual fight, it's the act of humiliating your foe. So, instead of rolling "to hit", you're rolling "to humiliate (or hurt)". And don't forget that conflicts are always two-sided: In this example, it's "Do I humiliate him or does he humiliate me--once again!?" In which case, every humiliation you endure brings you closer and closer to a disastrous outcome (thus increasing the stake in future conflicts).


That still doesn't change the fact that it is using tasks to resolve the conflict. You're simply picking the tasks with the conflict in mind. That's sort of my point: Task resolution doesn't prevent you from keeping the conflict in mind, though it harbors the possibility of losing track of it. However, if that happens, it is more a problem of at least partially dysfunctional play, not of the fact that task resolution gives you a freedom of action.


The confusion arises because sometimes the question of "do I succeed?" can be seen from either point of view. In the above example, it might be a very fine line between hitting your opponent and hurting or humiliating him. In which case, it's kind of like the "is it a wave or a particle?" discussion. But I hope this example makes it clear that the number of rolls doesn't have anything to do with it.

Thanks for your patience.


The point in the argument you cited was not one of a number of die rolls, but one of arbitrariness of circumstances. And the only way you eliminated said arbitrariness was precisely by what I said all along: Considering how tasks can be used to bring about a resolution for the conflict. More, what you suggested allows MUCH more than a simple "Do I succeed or does he succeed?" answer. It allows for BOTH opponents to completely humiliate each other until they're both lying in the dirt, unable to continue fighting, stripped of any dignity whatsoever, forced to think hard whether there is any sense to what they were doing. If you simply set the stakes "Win: I humiliate him, lose: he humiliates me" such dramatic purgatories aren't as likely to happen, as far as I can see.

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On 5/5/2005 at 1:18pm, paulkdad wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

Irmo wrote: In essence, it's boiling down conflict resolution to a single, make-or-break task, and resolving that task. While it gives you less interpretive scope, that also translates to less arbitrariness, and it gives you a clear idea as to where the problem was.

OK, arbitrariness. When you "boil down" the conflict into that one task, you're doing something equally arbitrary. Sure, you can state precisely where the character failed, but ultimately you're falling back on your distillation of the conflict. How is that process less arbitrary? Perhaps it gives the illusion of being "system-based" because the character might be using a particular skill against a set DC, but every decision that went into making that the "make or break" task was arbitrary. Even deciding how many rolls to use is an arbitrary decision, as Eero already pointed out.

If you're saying that you can attach a stake to a well-chosen task and narrate the results in a way that minimizes the whiff factor, and that by doing this you can use task resolution without sacrificing narrative flow, then aren't you just slapping a "task resolution" label on conflict resolution? Just because I paint a sculpture doesn't turn it into a painting.

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On 5/5/2005 at 1:37pm, Irmo wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

paulkdad wrote:
OK, arbitrariness. When you "boil down" the conflict into that one task, you're doing something equally arbitrary. Sure, you can state precisely where the character failed, but ultimately you're falling back on your distillation of the conflict. How is that process less arbitrary? Perhaps it gives the illusion of being "system-based" because the character might be using a particular skill against a set DC, but every decision that went into making that the "make or break" task was arbitrary. Even deciding how many rolls to use is an arbitrary decision, as Eero already pointed out.


Something based on logical conclusion is by definition not arbitrary. It even helps to remove the "looking like a fool" issue, when you say "Ok, getting this piece of craftsmanship done so you impress the Lady of the Lake with it" is not really an issue of your skill in crafts. You are a master craftsman, and your work should show that. BUT the Lady of the Lake will only appear on the next full moon, which is already in two days. Do you have what it takes to work day and night until then? etc.


If you're saying that you can attach a stake to a well-chosen task and narrate the results in a way that minimizes the whiff factor, and that by doing this you can use task resolution without sacrificing narrative flow, then aren't you just slapping a "task resolution" label on conflict resolution? Just because I paint a sculpture doesn't turn it into a painting.


Nope. What I am doing is I am resolving a task. Period. The point is that in doing so, I don't lose sight of the larger issue. If you want to label that "conflict resolution", you are really abolishing it as a distinctive term and make it a superordinate concept. However, the resolution at the task level facilitates opportunities that the resolution at conflict level doesn't allow as easily, namely the ease of having a lack of a clear outcome while still resolving the conflict -or even closure of narration without closure of conflict.

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On 5/5/2005 at 2:37pm, Valamir wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

I don't know Irmo. Seems to me you're playing pretty fast and loose with the definition of Task Resolution here.

Do you perhaps have some extreme notion of what conflict resolution is that you don't recognize that what you're doing above is pretty much text book Conflict Resolution.

The only difference is that you're trying to apply Conflict Resolution principles to a Task Resolution system and on the basis of "best efforts" illustrating how you can have some success with that. That's nothing more than how a dedicated CR guy if forced to DM D&D might draw upon his CR fu to force the D&D Task Resolution to deliver something as close to CR as he can get...more or less forcing a dog to quack like a duck.

If you're good at it you can get a reasonable approximation of a good quack. Or you can just use a system designed to be a duck from the beginning.

But that's NOT using Task Resolution the way it was designed. That's using it in a way it wasn't designed and isn't particularly adept at. i.e. a clear case of Drift.

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On 5/5/2005 at 2:56pm, timfire wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

Valamir wrote: I don't know Irmo. Seems to me you're playing pretty fast and loose with the definition of Task Resolution here.

Yeah, I thought I would bring up Vincent's (lumpley) definition of Task/ Conflict Resolution.

Vincent argures that the difference between the two is a matter of what's at stake. In Conflict resolution, some goal of the player/character is at stake in the conflict. In Task resolution, the task itself is at stake. How you succeed is besides the point. If you use individual tasks to acheive a player/character goal, then you've just crossed over into Conflict resolution.

This is why DitV is considered Conflict resolution. Even though you use the dice to determine the success of individual actions, there is an explicit understanding that if you ultimately succeed, your goal is realized.

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On 5/5/2005 at 4:24pm, Ron Edwards wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

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On 5/5/2005 at 4:32pm, John Kim wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

timfire wrote:
Valamir wrote: I don't know Irmo. Seems to me you're playing pretty fast and loose with the definition of Task Resolution here.

Yeah, I thought I would bring up Vincent's (lumpley) definition of Task/ Conflict Resolution.

Vincent argures that the difference between the two is a matter of what's at stake. In Conflict resolution, some goal of the player/character is at stake in the conflict. In Task resolution, the task itself is at stake. How you succeed is besides the point. If you use individual tasks to acheive a player/character goal, then you've just crossed over into Conflict resolution.

Wait, who's playing fast and loose with the definition? According to Ron's definition in the Provisional Glossary, Task Resolution is "A Technique in which the Resolution mechanisms of play focus on within-game cause, in linear in-game time, in terms of whether the acting character is competent to perform a task." It seems to me that Irmo's usage is correct by this definition. As for your last sentence -- unless no goal is ever achieved in the game, then presumably Task Resolution will always result in tasks achieving goals.

I usually prefer to focus on in-game cause, so I sympathize with Irmo here. In-game cause removes arbitrariness: as Irmo says, "Something based on logical conclusion is by definition not arbitrary". I discussed this in a recent Theory forum thread, Difficulty/Success Needed as it relates to GM Fiat. The more the situation is known and defined, the less wiggle room there is for arbitrary narration.

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On 5/5/2005 at 5:19pm, Ron Edwards wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

Hello,

John, do not use my definitions as clubs. That was a rather nasty flash of "graduate-itis." Yes, it was started up a few posts ago, but now's the time for it to stop.

I suggest that folks refer to my previous post about the presence or absence of a specific cognitive shift during play, when constructing conflict resolution out of a group of task resolutions.

Paul (paulkdad), Alan, and others have presented their articulations of their agreement with me, that such a shift does occur. Oliver (Irmo) and you, Johh, have presented your articulations of the other point of view.

There is no room to convince someone who holds one of these POVs to "convert" to the other simply by continuing to articulate them. Waving around the definitions in whatever formulation will not help. At best it's just more articulation; at worse it is a way to play the "you're wrongggg" game.

If one or more peole who share one POV understand the other, and vice other, then that's all that I can see for us to accomplish here.

Best,
Ron

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On 5/5/2005 at 5:39pm, Irmo wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

Ron Edwards wrote:
John, do not use my definitions as clubs. That was a rather nasty flash of "graduate-itis." Yes, it was started up a few posts ago, but now's the time for it to stop.


Pardon? What are definitions for if not to make sure one is talking about the same thing?


If one or more peole who share one POV understand the other, and vice other, then that's all that I can see for us to accomplish here.


Then the only logical conclusion can be that the concept of task vs. conflict resolution fails. If not even the meaning of the terms can be brought to a common denominator, then they are useless. It also renders moot any talk about "text book" something-or-other. What seems to me looking through the different threads is that there IS no clear meaning to them. The definitions have at all times been spongy and frayed at the fringes. There seems to be a vague personal idea with everyone, and statements by others are interpreted in a fashion more in line with sympathy or respect for the overall argument or person, seeing things in line with one's personal idea of the concept even if they are not and vice versa.

I maintain for my part that the alleged shortcomings of task resolution in supporting narrative are in fact problems in social contract and symptoms of dysfunctional play. More importantly, I believe that there are types of narrative that conflict resolution -depending on the actual set up- can in fact hinder.

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On 5/5/2005 at 5:50pm, Irmo wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

timfire wrote:
Vincent argures that the difference between the two is a matter of what's at stake. In Conflict resolution, some goal of the player/character is at stake in the conflict. In Task resolution, the task itself is at stake. How you succeed is besides the point. If you use individual tasks to acheive a player/character goal, then you've just crossed over into Conflict resolution.


Then good old D&D was already deep into conflict resolution. Except in the worst hack&slay groups, there were specific goals and values that characters pursued, both on an overall character level, and on an individual adventure level. If the group enters a dungeon to stop the evil cult from sacrificing the princess, are they not hacking and slaying their foes to achieve a goal? Has it not been an ages-old adage to cut the chaff and really only roll when something can actually go wrong? Point being: If you want to define conflict resolution in such a fashion that 99.9999% of non-dysfunctional RP is conflict resolution, then the justification for the distinction becomes rather moot.

The only sensible definition that I can see is to check what result flows out of what: Do I resolve the task, and from that decide how the conflict, if any, has come out, or do I resolve the outcome of the conflict and from that decide how it came to be. It allows clear distinctions, and the definition has a clear and obvious connection to the term.

Terms exist to communicate a meaning. When they don't do that, they have no justification to exist.

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On 5/5/2005 at 7:05pm, Valamir wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

The only sensible definition that I can see is to check what result flows out of what: Do I resolve the task, and from that decide how the conflict, if any, has come out, or do I resolve the outcome of the conflict and from that decide how it came to be. It allows clear distinctions, and the definition has a clear and obvious connection to the term.


I'm not sure who you're argueing against Irmo, or where your sense of spongy definitions comes from. To my knowledge this is (in very condensed form and with all caveats due to simplifications) pretty much what everyone I know means when they talk about Conflict vs. Task resolution.

Where it gets muddy is when you start crossing over from one to another like you were doing in your examples of "keeping goals in mind when you select what tasks to roll".

The normal course for Task Resolution is to allow the current situation as it exists at this moment in time to detemine what Task Resolution is called for. It doesn't look ahead to see what the player's ultimate goal for his character is. If a character is sneaking into a persons room the GM will call for a sneaking Test <insert your game equivalent here>. It doesn't matter whether the player is sneaking into the room in order to leave a surprise gift and a rose in order to make the person feel happy, or if the player is sneaking into the room in order to leave a bomb in order to kill the other person. That ultimate goal is immaterial to the task at hand which is sneaking into the room and therefor requires a sneak roll.

Now if you as a GM start casting your eyes ahead..."keeping the conflict in mind" and use that to start picking and choosing which of several possible Task Resolutions to use and which not to...based on that sense of the overall conflict...then you are NOT using "Task Resolution" you are using text book Conflict Resolution sensibilities to try to adapt the Task Resolution system to better focus on resolving conflicts.

But that really depends on what you're actually doing when you say "keeping the conflict in mind". If you're still calling for the Sneak past the guard, pick the lock on the door, activate the bomb, and hide the bomb series of Task Rolls...then you aren't "keeping the conflict in mind" in a Conflict Resolution sense, and you aren't accomplishing the sorts of things that Conflict Resolution accomplishes from a Narrativist play perspective.



Let me illustrate. In This thread on his Anyway site Vincent discusses what is needed to play Nar...aka address Premise.

You need an issue at stake for which has 1 or more possible perspectives and for which there is no "obvious" right perspective. You need a character for whom the issue is important. And you need a situation which brings that issue to the forfront and forces the character to make a choice about it. Vincent labels those A+B+C.

Having those things is critical to playing Nar. If you don't have those things you aren't playing Nar no matter how bleeding edge or "pervy" (for those with long memories) your rules set is.

CAN you have those things in a completely traditional, old school RPG with a task resolution system. ABSOLUTELY. But, the Task Resolution system gets in the way. Why?

Because, after you've managed to get the planets aligned so that your A+B+C is firing on all cylinders...the vagaries of Task Resolution can simply derail one of those elements. It may "make sense" for that to have happened. It may have "followed logically" for that to have happened. One may be able to observe "sure that was a reasonable outcome"...BUT if it breaks the A+B+C relationship...you've just shot a hole in Nar Play. Vince gives several examples of this in the thread of how different outcomes wind up completely scuppering your ability to address premise.

Since whether or not to make a Task Resolution roll is decided based on current conditions as they exist right now...with total disregard for what impact success or failure might have on the A+B+C relationship...using Task Resolution makes Nar play difficult because you're constantly running into situations where a roll winds up making addressing the premise at that time impossible.

Now for Conflict Resolution...forget all the stuff about number of rolls or scale of the resolution. Conflict Resolution is NOT about boiling down and entire scene into a single roll. People are constantly being reminded not to confuse Conflict Resolution with Scene Resolution for just this reason.

Conflict resolution CAN be done on a scene level, but that's not a definitive trait. Vincent constantly recommends thinking smaller with Dogs in the Vineyard or Otherkind resolution. Scale does not Conflict Resolution make.

What Conflict Resolution seeks to do is recognize that what's important to Nar play is that A+B+C relationship and to ensure that no matter which way the dice fall that relationship is either 1) still intact, 2) transformed into something slightly different, or 3) replaced with another equally valid A+B+C relationship.

Can a given Task Resolution roll wind up preserving, transforming, or replacing as well? Sure. Not every Task Roll break Nar play by any means. But since Task Rolls are called for irregardless of their impact on A+B+C is it also possible that using Task Resolution might result in a situation where "fail this roll and A+B+C is broken". Of course. THAT'S why Task Resolution is seen as a hindrance.

CAN you use a Task Resolution system and try to structure when and what and how you call for tasks rolls to be as undisruptive to A+B+C as possible by being aware of A+B+C and choosing your rolls accordingly? Sure. But then you are doing exactly what I said above...using CR principles to try and transform your TR system into something approximating a CR system.

For an example of a game design that actually seeks to do this as a goal, and by the accounts I've heard has succeeded pretty well, see the revised Burning Wheel...particularly this thread.


So how does this tie in with the quote at the top?
The only sensible definition that I can see is to check what result flows out of what: Do I resolve the task, and from that decide how the conflict, if any, has come out, or do I resolve the outcome of the conflict and from that decide how it came to be. It allows clear distinctions, and the definition has a clear and obvious connection to the term.


Simple: If you resolve the Task and from that decide how the conflict has come out you very much may have broken the A+B+C relationship.

If you first define the conflict in a manner that you know going in can't break the A+B+C relationship no matter how it resolves...you can then resolve the conflict without fear of derailing Nar. Since resolving a conflicting situation requires that many intermediate actions got completed, you can then define those intermediate actions (i.e. "how it came to be") by any number of different methods. Which can be just as logical and causality based as Task Resolution and thus not violate any of those sensibilities.

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On 5/5/2005 at 7:41pm, MatrixGamer wrote:
RE: Re: Conflict vs Task Resolution to facilitate Narrativism

Daredevil wrote:
In Narrativism: Story Now, Ron Edwards wrote: I submit that trying to resolve conflicts by hoping that the accumulated successful tasks will turn out to be about what you want, is an unreliable and unsatisfying way to role-play when developing Narrativist protagonism.


I've been thinking about this and trying to understand the reasoning for this claim. Specifically, I'm wondering how does the "unreliable and unsatisfying way" manifest itself in play.



I've just been reading the "Infamous Five" threads and I think there is something there that answers your question. When rules have many steps to do to resolve an issue (points of contact) a game slows down and was seen by the thread as being inaccessible to new gamers. They would get bored and quit.

Apply this idea to RPG.
I'm going to use a non system specific analogy.

A Game Master describes the openning of a scene. The player decides on what they want to do in that scene. Now they turn to the game rules and start doing actions to reach the goal.

Which series of actions would seem the most fun to you?

Action - result.

Action, action, action - result.

Action, action, action...569th action, action, action - result.


The first game has one point of contact. In Paul Czege's game "My life with Master." One roll resolves each scene. It is fast and simple. In my Matrix Games players make one argument for what they want to have happen next and there is a roll - boom! It happens or it doesn't.

One point of contact would mean the rules did not get in the way of moving on to the next scene. BUT they do so at a cost. It is very abrupt. Someone says "I win!" If they roll right - they win...but who cares? There was no build up, no tension, no drama.

The second game uses a series of actions to get to the goal. Each roll could fail so tension rises. There are only a few points of contact so the rules do not spoil momentuum the acting part of role playing may have created. In this case few steps would mean that if "tasks" were involved in conceptualizing the process they would have to be only the most vital tasks.

In Matrix Games I do this by allowing the referee/GM declair certain arguments as triggering a conflict round of trouble round. This adds in another point of contact or two to allow tension to build up. Players make arguments just like before so the actions doen't require them to change how they think about the rules (no rule book need ever be consulted).

The last example could be seen as a game that breaks action down into one second intervals. The 569th action is only 9 minutes or so into the combat. Playing through that many steps (assuming each step only takes 30 seconds) would be nearly 5 hours of play time (and that is without toilet breaks!) Any role play momentuum existing before the ordeal began would be gone within the first half hour (if not the first 15 minutes).

So the troulbe unreliability of using tasks to tell a scene is that most tasks are actually irrelivant to reaching the end goal. The mechanism can lead players to getting lost in the details rather than narrating a thrilling story.

Chris Engle
Hamster Press

PS Does my proof sound reasonable to you? Finnish gamers do some really great role playing so I imagine you having plenty of first hand knowledge of these things happening.

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On 5/5/2005 at 7:57pm, MatrixGamer wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

Eero Tuovinen wrote: tasks (what the protagonist does) and conflicts (why he does it) exist in a narrative regardless of the mechanics.





I wouldn't have thought of conflict as meaning "Why he does it." In my mechanical view of games "task" seems like an action the PC makes that does not involve fighting - while "conflict" seems like a combat task. The only difference would be what the context was. At least in D+D think.

In Matrix Games players make arguments about what they want to have happen next. The argument is the task. Referees only trigger "Conflict Arguments" when a task starts something that very important to the game. A conflict pits one person's goals against anothers. A trial of strength is called for to see which side gets to define what happened.

Conflict is not always combat. I can say "I get a date with Paris Hilton." (Though why I'd want that I can't fathom - crazy person). If it was resolved in one roll it would seem too abrupt if that was vital to the story. By doing one or more rounds of conflict arguments the drama of the event is made real around the game table and I get to have my face smashed into the concrete by Paris' body guards while she say "Jerk!" and walks off in disgust. See how that lead to so much more narrative color than me just failing my initial roll?

Chris Engle
Hamster Press

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On 5/5/2005 at 8:54pm, Ron Edwards wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

Chris,

With respect, you're thrashing around pretty far away from anything we're discussing in this thread. You might want to check out those threads I referenced above.

Best,
Ron

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On 5/5/2005 at 9:11pm, Irmo wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

Valamir wrote:
I'm not sure who you're argueing against Irmo, or where your sense of spongy definitions comes from. To my knowledge this is (in very condensed form and with all caveats due to simplifications) pretty much what everyone I know means when they talk about Conflict vs. Task resolution.


Of course English is not my primary language, but your entire argumentation is contrary to this definition as I meant it.


Where it gets muddy is when you start crossing over from one to another like you were doing in your examples of "keeping goals in mind when you select what tasks to roll".


People in all regularity -of course with exceptions- act out of specific intent. These may be short-term or long-term, but so were the different examples of conflict provided. With every task worth rolling for comes sine-qua-non an intent that the player wants to accomplish and the roll serves to see whether that intent is achieved or not. Of course the question is whether you call that intent a conflict or not, but that to some degree is an issue of scale.


The normal course for Task Resolution is to allow the current situation as it exists at this moment in time to detemine what Task Resolution is called for. It doesn't look ahead to see what the player's ultimate goal for his character is. If a character is sneaking into a persons room the GM will call for a sneaking Test <insert your game equivalent here>. It doesn't matter whether the player is sneaking into the room in order to leave a surprise gift and a rose in order to make the person feel happy, or if the player is sneaking into the room in order to leave a bomb in order to kill the other person. That ultimate goal is immaterial to the task at hand which is sneaking into the room and therefor requires a sneak roll.

Now if you as a GM start casting your eyes ahead..."keeping the conflict in mind" and use that to start picking and choosing which of several possible Task Resolutions to use and which not to...based on that sense of the overall conflict...then you are NOT using "Task Resolution" you are using text book Conflict Resolution sensibilities to try to adapt the Task Resolution system to better focus on resolving conflicts.


Your own example contradicts this. Whether I want to sneak into that room to plant a bomb or leave a rose, one pertinent task would be sneaking. It is independent of the "why", it happens to match both of them. Of course in the second case, you could also use a demolitions task. But you are confusing deciding on what task to use and defining the result. The definition by me you cited explicitly said that if I RESOLVE the conflict and then decide on the how, it is conflict resolution. This is NOT what I am doing here. I am resolving the TASK and out of its result, gain the result of the conflict.


But that really depends on what you're actually doing when you say "keeping the conflict in mind". If you're still calling for the Sneak past the guard, pick the lock on the door, activate the bomb, and hide the bomb series of Task Rolls...then you aren't "keeping the conflict in mind" in a Conflict Resolution sense, and you aren't accomplishing the sorts of things that Conflict Resolution accomplishes from a Narrativist play perspective.


Ok, I hold for you that further down, you get more specific on the things that conflict resolution allegedly accomplishes and how and why task rolls don't do that in your eyes. But this phrase really doesn't serve anything.

But let me ask: If I just say "Oh, you have a high mastery level of lockpick, so there's no need to roll for the door", what am I doing in your eyes? If I say "Let's cut down on the chaff, setting the bomb will be the most difficult part here, so let's focus on that." what am I doing?


Because, after you've managed to get the planets aligned so that your A+B+C is firing on all cylinders...the vagaries of Task Resolution can simply derail one of those elements. It may "make sense" for that to have happened. It may have "followed logically" for that to have happened. One may be able to observe "sure that was a reasonable outcome"...BUT if it breaks the A+B+C relationship...you've just shot a hole in Nar Play. Vince gives several examples of this in the thread of how different outcomes wind up completely scuppering your ability to address premise.


Only that he pulls them out of his hat rather than demonstrating their resulting from task resolution. Or rather, he changes the entire situation into one where the premise doesn't exist anymore by changing either geography or state of health with a snip of the fingers. I have yet to see the task resolution system where such is even with remote regularity an issue.

Frankly, I am increasingly getting the impression that you guys define task resolution as a pathologic obsession with rolling whether you manage to draw your next breath and substituting decision-making with randomizers


Since whether or not to make a Task Resolution roll is decided based on current conditions as they exist right now...with total disregard for what impact success or failure might have on the A+B+C relationship...using Task Resolution makes Nar play difficult because you're constantly running into situations where a roll winds up making addressing the premise at that time impossible.


So you say. Yet neither in your argument nor in Vincent's article I have seen any actual evidence of that.


Now for Conflict Resolution...forget all the stuff about number of rolls or scale of the resolution. Conflict Resolution is NOT about boiling down and entire scene into a single roll. People are constantly being reminded not to confuse Conflict Resolution with Scene Resolution for just this reason.

Conflict resolution CAN be done on a scene level, but that's not a definitive trait. Vincent constantly recommends thinking smaller with Dogs in the Vineyard or Otherkind resolution. Scale does not Conflict Resolution make.


Doesn't change the fact that it has the tendency to transform conflict into binary, heads or tails issues. Since Vincent picked an example from a movie, let me pick one, too. Let's pick "Once upon a time in the West". Let's pick Cheyenne and Morton. Explain to me the outcome of their confrontation and the choices involved in terms of a conflict-resolution facilitated narrative.


Can a given Task Resolution roll wind up preserving, transforming, or replacing as well? Sure. Not every Task Roll break Nar play by any means. But since Task Rolls are called for irregardless of their impact on A+B+C is it also possible that using Task Resolution might result in a situation where "fail this roll and A+B+C is broken". Of course. THAT'S why Task Resolution is seen as a hindrance.


I have yet to see a task resolution game which states "Under no circumstances must you skip a roll when there is a theoretical possibility of failure". Again, you're not talking task resolution, you're talking obsession. I don't roll whether my character manages to cross the street without being run over at a traffic light. Also, no one forces me to interpret the result of a task resolution roll in a fashion that will break A+B+C -except perhaps in instant death cases, but then the point is moot. Let's use the example of an injured friend on a ship, similar to Vincent's. Let's say there's a storm and the captain tries to tie his friend to some solid part of the ship to prevent him from being washed overboard. Let's say for some oddball reason, the GM IS obsessed with rolling for every tiniest bit of detail and asks for a roll of knot-tying. Let's say the roll fails. WHO says that means that the friend is washed overboard, thereby destroying the premise? It can equally mean that he's now sprawled on the deck, hanging by a foot at the mast, the waves crashing over him. The captain now faces another choice between duty (staying with the crew and guiding the ship safely through the storm) and friendship (helping his friend, making sure he doesn't drown) Rather than destroying A+B+C, it has changed only the situation -and all because of the way I interpreted the die roll. The die roll couldn't possibly have the destroyed the relationship here, my interpretation could have been its undoing.

This is the same situation as when Eero used the example of tricks leading to victory of love over evil. The problem is not in the die roll, but what you make of it. If you want to say that he won because of tricks, that's YOU killing the relationship. If you say that the LORD helps the Righteous! it's you saving the relationship. The die roll didn't kill it in the first case, you did.


So how does this tie in with the quote at the top?
The only sensible definition that I can see is to check what result flows out of what: Do I resolve the task, and from that decide how the conflict, if any, has come out, or do I resolve the outcome of the conflict and from that decide how it came to be. It allows clear distinctions, and the definition has a clear and obvious connection to the term.


Simple: If you resolve the Task and from that decide how the conflict has come out you very much may have broken the A+B+C relationship.


Let me use your own example: You sneak into the apartment and want to plant a bomb there. What are the possible outcomes?
A)You're detected and they're after you
B)The bomb explodes while you're setting it up or at some other premature time
C)Everything works perfectly.

Those are the most sensible outcomes that I can think of right now. If you resolve the conflict, you know whether you failed or succeeded and can decide between the reasonable outcomes. On the other hand, I can say "You're quite proficient at sneaking, so I don't see a problem there, but you've barely ever handled explosives. Let's see if you can set this baby up properly." Either you succeed in that -then we're at C. Or you don't -then we're at B. Either way, the result is one of the possible list of results that you would have picked from just the same. Of course "bomb explodes while setting it up" would probably mean "game over", but just as you can arbitrarily pick the less severe solution in one resolution method, so you can in the other. Again, nothing FORCES you to roll on
every little nanometer of movement. and nothing forces you to interpret die rolls in a fashion that breaks the relationship.


If you first define the conflict in a manner that you know going in can't break the A+B+C relationship no matter how it resolves...you can then resolve the conflict without fear of derailing Nar. Since resolving a conflicting situation requires that many intermediate actions got completed, you can then define those intermediate actions (i.e. "how it came to be") by any number of different methods. Which can be just as logical and causality based as Task Resolution and thus not violate any of those sensibilities.


Can. Or can not. Which is the very same uncertainty. If people want to abuse, they can. There's no preventing that. However, if you first define the conflict in a manner that you know going in can't break the relationship, you can just as well resolve the tasks first, since there will be no possible outcome that can break the relationship. If there is, it's the design of the conflict that's wrong.

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On 5/5/2005 at 9:57pm, Valamir wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

Irmo, I could go line by line and respond to each of your points. If you REALLY want me to I will. But I'm not sure how fruitful that will be.

The claim on the table is not that Task Resolution is bad or that Task Resolution is inferior, or that Conflict Resolution is the greatest. The claim is that Task Resolution does not facilitate Narrativist play as well as Conflict Resolution does.

To understand why that is a true claim, you have to first understand the goals and priorities of Narrativist play. In reading your posts...i'm not convinced that you do. Would I be wrong? Do you consider yourself to be knowledgable enough about Nar play and what it looks like with actual play experience to be able to judge which sort of resolution supports addressing premise better...or are you primarily speculating based on what you've read from the essays?

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On 5/5/2005 at 11:37pm, John Kim wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

Valamir wrote: Since whether or not to make a Task Resolution roll is decided based on current conditions as they exist right now...with total disregard for what impact success or failure might have on the A+B+C relationship...using Task Resolution makes Nar play difficult because you're constantly running into situations where a roll winds up making addressing the premise at that time impossible.

Hmmm. Valamir, as far as I can tell, this is an old argument against dice-rolling resolution -- the idea that a particular result rolled on the dice will destroy the drama (i.e. your A+B+C). For example, Theatrix approached this by suggesting that there be a step at the start of each resolution: "Does the story require a particular result?" If so, then you skip the remainder of the process. Your argument for Conflict Resolution is that by picking the stakes carefully, you can avoid threatening this. In other words, if a possible outcome would destroy the drama, then you don't roll for it.

In practice, I found bad task results to not bother me. In my experience, if I didn't pre-plan particular plotlines, but instead created dense and complex situations, then particular task outcomes almost never harm what I feel is the drama. If you want to talk about examples of where a particular result threatens to tear apart A+B+C, then I'd be interested -- because I have found it to be exceedingly rare in my games. (I do generally have some level of script immunity against PCs dying -- this is sometimes built into the system such as in the Buffy RPG.) An example of where I talk in particular about using Task Resolution is Spirit Tests in Vinland (Jan 2004).

On the other hand, you also hint at another potential problem, it seems:
Valamir wrote: The normal course for Task Resolution is to allow the current situation as it exists at this moment in time to detemine what Task Resolution is called for. It doesn't look ahead to see what the player's ultimate goal for his character is. If a character is sneaking into a persons room the GM will call for a sneaking Test <insert your game equivalent here>. It doesn't matter whether the player is sneaking into the room in order to leave a surprise gift and a rose in order to make the person feel happy, or if the player is sneaking into the room in order to leave a bomb in order to kill the other person. That ultimate goal is immaterial to the task at hand which is sneaking into the room and therefor requires a sneak roll.

Now if you as a GM start casting your eyes ahead..."keeping the conflict in mind" and use that to start picking and choosing which of several possible Task Resolutions to use and which not to...based on that sense of the overall conflict...then you are NOT using "Task Resolution" you are using text book Conflict Resolution sensibilities to try to adapt the Task Resolution system to better focus on resolving conflicts.

This seems strange to me. Every game that I've played in has had a distinction about when you need to roll and when not. i.e. So if you spend the afternoon playing hide-and-seek with some kids, you don't have to make a thousand Perception and Stealth rolls. If you go rabbit hunting for a week, you don't roll for each shot. This is explicitly stated in many if not most rulebooks. The advice varies in what the edge cases are and how do you decide them. But the gist is that if it isn't important, don't roll it.

This sounds a bit like MatrixGamer's suggestion that Task Resolution inherently means lots of trivial rolls (roll, roll, roll). But I thought that was debunked -- i.e. Task vs Conflict is not a matter of scale.

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On 5/6/2005 at 2:09am, paulkdad wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

I see the argument now. Let me summarize the main points:


• Task resolution, when done well, is not arbitrary.
• Conflict resolution, when done poorly, is arbitrary.


Fine. I'll go along with that. It's not much of a comparison, but I won't disagree with the conclusion. But the next point:


• It is possible to do task resolution while keeping the conflicts in mind, and this does not change the fact that it is task resolution.
• It is not possible to do conflict resolution while keeping the tasks in mind, because doing so would change it into task resolution.


Sorry. I'm not going along with that one. I stated the perceived double standard as clearly as possible, and I hope it makes sense.

Irmo wrote: What seems to me looking through the different threads is that there IS no clear meaning to them. The definitions have at all times been spongy and frayed at the fringes.

So, if our understandings differ, we need to discard the entire concept? No. I've read what you've said, and I thank you for the discussion. I've learned a lot about CR and TR by participating in it. But at this point all I see is an attempt to "rescue" task resolution, and personally I don't see it threatened in any way.

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On 5/6/2005 at 1:12pm, Irmo wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

paulkdad wrote:


• It is possible to do task resolution while keeping the conflicts in mind, and this does not change the fact that it is task resolution.
• It is not possible to do conflict resolution while keeping the tasks in mind, because doing so would change it into task resolution.


Sorry. I'm not going along with that one. I stated the perceived double standard as clearly as possible, and I hope it makes sense.


'Perceived' is the thing here. I never referred to "conflict resolution while keeping the tasks in mind" as task resolution. I believe I gave a quite succinct definition of what's what earlier in this thread.


So, if our understandings differ, we need to discard the entire concept? No.


If we can't come to a common understanding of a theoretical concept, then it has failed in its task. Because that's what they exist for.


I've read what you've said, and I thank you for the discussion. I've learned a lot about CR and TR by participating in it. But at this point all I see is an attempt to "rescue" task resolution, and personally I don't see it threatened in any way.


And all I see is quasi-religious mumbo-jumbo suggesting one has to have passed rites of initiation to even come close to understanding what's supposed to be a THEORETICAL concept but which here means whatever one wants it to mean today in order not to have to revise one's opinion. And uttered in such a fashion that one has every room to backpedal should one have missed the attack. ("Oh, you did that? Well, that doesn't really count, because....")

Sorry. Doesn't fly. The issue is not the rescue of anything, but the verification of a claim that was made. A claim, I might add, for that precious little evidence has been presented. Both John and I have asked (repeatedly now) for concrete examples. All we have been given is hypothetical situations that are practically impossible to arrive in actual play.

When -as was the case earlier in this thread- people refuse to stand up for their own definitions, just to avoid being shown that their own arguments aren't in line with their own definitions, the discussion is becoming increasingly dishonest. Also, I deliberately slept over Ralph's last post, because past midnight last night, I saw it as from the bottommost drawer of "discussion" styles and would likely have posted a rather harsh retort. Frankly, my view of it hasn't improved by much.

John Kim holds a Ph.D. in physics, I hold two master's level degrees, in chemistry and molecular biology. I don't know John personally, but from his credentials doubt he is someone easily baffled by complex theoretical constructs. We both have quite some experience RPing. So if all some of you can come up with is "You just don't understand" it means no more and no less that you've made an extremely poor job at making your case. Which likely means that there is none.

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On 5/6/2005 at 2:16pm, Eero Tuovinen wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

Hey, Irmo: I'm all for good fun, but you seem to be taking the discussion as an argument, and taking the argument very personally to boot. Consider:
1) it's possible that you are right and folks here have been deluded about task vs. conflict resolution. Wouldn't it be great if you could point it out? Why get mad about it? And how will getting all snarky help in convincing us of our errors?
2) this shouldn't be an argument to begin with, and in no case should you be trying to win it. I know, because I'm not arguing, I'm discussing. So arguing back is like hitting an unarmed man, and it's not virtuous at all. So lay back, will you?
3) getting mad over Ralph is like kicking Jehovah's Witnesses on the street. Satisfying, perhaps, but ultimately demonstrating a lack of perspective. Don't you have better things to do?

Irmo wrote:
If we can't come to a common understanding of a theoretical concept, then it has failed in its task. Because that's what they exist for.


Between us, that is. People who can come to agreement might still find an use for it. If you don't, then just don't use it. If you see through the veil of illusion that is conflict resolution, then it shouldn't be difficult to just ignore it for now. Come back to it later with an essay, actual play report or a game design, perhaps. Marshal arguments that point out your position in a way that cannot be ignored. That's much more sensible than trying to argue the matter here, now. (As arguing isn't clearly convincing anybody.)

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On 5/6/2005 at 3:03pm, paulkdad wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

Eero wrote: People who can come to agreement might still find an use for it.

Well said. For my part, I view RPGs as an art form, not a science. And it certainly is true that definitions in the arts can look like "quasi-religious mumbo jumbo" compared to definitions in the sciences. But it's not about credentials, backpedaling, dishonesty or rites of initiation. For me, it's about what works for me, for the moment, in my work.

So, even if we could apply the same degree of objectivity and precision to RPGs as is possible (for example) in Physics, would I care? Probably not. This is because, in my opinion (or delusion, if you prefer), artistic expressions are enriched by diversity of thought, not uniformity.

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On 5/6/2005 at 4:03pm, Irmo wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

Eero Tuovinen wrote: Hey, Irmo: I'm all for good fun, but you seem to be taking the discussion as an argument, and taking the argument very personally to boot. Consider:
1) it's possible that you are right and folks here have been deluded about task vs. conflict resolution. Wouldn't it be great if you could point it out? Why get mad about it? And how will getting all snarky help in convincing us of our errors?


The critical points have been pointed out time and again. There's no use pointing things out any more when people chose to tell someone who dares to differ with them they have no idea what they are talking about instead of adressing any argument. And I'm not the one who introduced snarkiness here.


2) this shouldn't be an argument to begin with, and in no case should you be trying to win it. I know, because I'm not arguing, I'm discussing. So arguing back is like hitting an unarmed man, and it's not virtuous at all. So lay back, will you?


Main Entry: ar·gue
Pronunciation: 'är-(")gyü
Function: verb
Inflected Form(s): ar·gued; ar·gu·ing
Etymology: Middle English, from Middle French arguer to accuse, reason & Latin arguere to demonstrate, prove; Middle French arguer, from Latin argutare to prate, frequentative of arguere; akin to Hittite arkuwai- to plead, respond
intransitive senses
1 : to give reasons for or against something : REASON
2 : to contend or disagree in words : DISPUTE
transitive senses
1 : to give evidence of : INDICATE
2 : to consider the pros and cons of : DISCUSS
3 : to prove or try to prove by giving reasons : MAINTAIN
4 : to persuade by giving reasons : INDUCE


Also, discussing requires actually working with the other side's arguments. As far as I can see, that hasn't been done. A sensible discussion also requires that people stand by their word and admit that when they said A=B yesterday and say A!=B today, they're contradicting themselves, rather than complaining about being measured with their own standards.

Telling people they don't have any idea what they are talking about is NOT discussing.


Between us, that is. People who can come to agreement might still find an use for it.


Only if the agreement is real, and not based on personal sympathy for the person making a statement. As the fact that people denounced their own definitions shows, there IS no agreement.


Come back to it later with an essay, actual play report or a game design, perhaps. Marshal arguments that point out your position in a way that cannot be ignored. That's much more sensible than trying to argue the matter here, now. (As arguing isn't clearly convincing anybody.)


ANY arguments can be ignored if someone is unable to admit to not having a case. I posed concrete questions here, they were ignored. John Kim reported experiences directly contrary to the claims raised here. They were ignored.

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On 5/6/2005 at 4:15pm, Irmo wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

paulkdad wrote:
Eero wrote: People who can come to agreement might still find an use for it.

Well said. For my part, I view RPGs as an art form, not a science. And it certainly is true that definitions in the arts can look like "quasi-religious mumbo jumbo" compared to definitions in the sciences.


If that were true, there would not be any academies of arts or music.

We know what an adagio is, or a fugue, or pizzicato. We can distinguish cubism from impressionism etc. We can tell a bust from a relief. We can tell romanesque from gothic architecture. We know what a vanishing point projection is.

The POINT of theory is that it serves to communicate concepts. For that, it has to be clear and obvious to someone experienced in the field. Otherwise, it fails.

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On 5/6/2005 at 4:25pm, WhiteRat wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

John Kim wrote:
If you want to talk about examples of where a particular result threatens to tear apart A+B+C, then I'd be interested -- because I have found it to be exceedingly rare in my games.


A situation is on my mind right now that I think might serve as an example.

I'm part of a Mind's Eye Theater LARP that uses Task Resolution. It's a based on Werewolf: the Apocalypse. Veins of dysfunction riddle the game, as is typical of most MET LARPs; with 20+ players, differing Creative Agendas are almost inevitable. I lean Narrativist, while the GM leans Gamist.

A wonderful opportunity arose for me to address Premise with my character, a werewolf trickster. Tensions have long been running high at our Sept (community of werewolves) between hard-liner and moderate werewolves. Emblematic of this tension is a blatant rivalry between my trickster (a moderate) and a werewolf judge (a hard-liner).

The premise I want to address is that this tension is self-destructive: it will destroy our Sept from the inside. To address this Premise, using Task Resolution, I secretly prepared a way to return from the dead -- and then I goaded my rival into attacking and killing me. Now, according to common player knowledge, my character is dead, when in fact he recovered after he was given a water burial. Let's call this Task A.

To completely address the Premise, I will reveal myself as being alive after they've had time to think. I'll ask the Sept if this is really the kind of community they want to be. Then I will hand myself over to my rival. If he and the Sept have learned from their mistakes, he'll let me live: otherwise, he'll kill me again, and this time I don't have a trick up my sleeve. All this is Task C.

But to get from A to C, I need to give the Sept time for my death to sink in. They need to reflect about how they've come to a place where they kill their own. To give them that time, I need to go undetected, observing them, long enough to choose the right moment. I have prodigious supernatural powers of stealth with which to do this, but I could still get unlucky. This is task B.

If I am discovered before the Sept is ready -- if I fail at task B -- then C is undermined. If the Sept has no time to reflect on my death, my return just looks like a cheap trick. If the pain of what they have become doesn't have time to set in to their bones, my attempt to address Premise fires a blank.

I suppose if the GM were sympathetic to my attempt to address my Premise, he might waive B entirely or interpret a failure in a nonthreatening way. But that doesn't change the fact that B exists only because we use task resolution, and B is also an unnecessary potential point of failure.

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On 5/7/2005 at 7:46am, John Kim wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

WhiteRat wrote: The premise I want to address is that this tension is self-destructive: it will destroy our Sept from the inside. To address this Premise, using Task Resolution, I secretly prepared a way to return from the dead -- and then I goaded my rival into attacking and killing me.
WhiteRat wrote: If I am discovered before the Sept is ready -- if I fail at task B -- then C is undermined. If the Sept has no time to reflect on my death, my return just looks like a cheap trick. If the pain of what they have become doesn't have time to set in to their bones, my attempt to address Premise fires a blank.

I suppose if the GM were sympathetic to my attempt to address my Premise, he might waive B entirely or interpret a failure in a nonthreatening way. But that doesn't change the fact that B exists only because we use task resolution, and B is also an unnecessary potential point of failure.

It seems to me that you want to have a particular plot outcome here, which is linear up to the final point. i.e. You wanted from the start for Task A + Task B + Task C to happen. You must succeed at all three or your plan is broken. From my point of view, I agree that randomized Task Resolution is destructive to this. Randomized Task Resolution means that neither you nor anyone else will be able to enforce that the sequence will come about.

On the other hand, I don't think that being able to mandate such a sequence is necessary for Narrativism. I would need to know more about the situation, but I would think that it is still possible that a Premise is addressed even if your plan fails. It seems to me that even in most Conflict Resolution systems, it is possible for your plan to fail. Nor is the chance of failure necessarily greater in Task Resolution.

By comparison to my style, you are investing very heavily in plans going your way. But I think that addressing of some Premise is possible even if you can't address exactly the issue you want in the way that your want.

paulkdad wrote: So, if our understandings differ, we need to discard the entire concept? No. I've read what you've said, and I thank you for the discussion. I've learned a lot about CR and TR by participating in it. But at this point all I see is an attempt to "rescue" task resolution, and personally I don't see it threatened in any way.

Well, I don't know where you came up with the idea of "rescuing". I mean, what would it be being threatened by? The topic for the thread was about whether Task Resolution is inherently worse than Conflict Resolution for facilitating Narrativism. There were some pretty clear statements that it is by many posters (starting with Christian/xenopulse, Adam/WhiteRat, and Eero).

Now, as I stated, I generally use and prefer Task Resolution. However, if I also accept the statements that Task Resolution is opposed to Narrativism, I'm left with a couple logical conclusions: (1) I am not very interested in Narrativism; (2) what I am doing is not Task Resolution; or (3) my techniques actually impede my style of play without my realizing it. I'm fine with either #1 or #2, but I don't think #3 is true.

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On 5/7/2005 at 9:22pm, paulkdad wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

Sorry guys, but I'm changing my mind here (to some degree). I'm also dumping the issue of "arbitrariness" because I think it is strictly a GNS concern* and is not central to the idea of using TR to address Narrativist Premise. Whiterat presented an excellent example, and while there is only so much that you can infer from anecdotal evidence, in my opinion it scores points for Irmo and John.

Whiterat wrote: The premise I want to address is that this tension is self-destructive: it will destroy our Sept from the inside. To address this Premise, using Task Resolution, I secretly prepared a way to return from the dead -- and then I goaded my rival into attacking and killing me ... To completely address the Premise, I will reveal myself as being alive after they've had time to think. I'll ask the Sept if this is really the kind of community they want to be.

The Narrativist Premise here had to do with addressing the tension of self-destructive behavior. But did this Premise demand a linear A+B+C construct? I don't think so, and this is just enough to make me "convert" on the central issue here. I'll explain why by first referencing a statement from Ron's essay, Story Now:

Narrativist Premises vary regarding their origins: character-driven Premise vs. setting-driven Premise, for instance. They also vary a great deal in terms of unpredictable "shifts" of events during play. The key to Narrativist Premises is that they are moral or ethical questions that engage the players' interest. The "answer" to this Premise (Theme) is produced via play and the decisions of the participants, not by pre-planning.[my emphasis]

While I wouldn't want to create a commandment (Thou Shalt Not Pre-Plan!), this excerpt would suggest that Nar Premise does not demand a predetermined outcome. If this is the case, then why would task resolution make addressing Narrativist Premise more difficult? It wouldn't. The problem is not that task resolution interferes with Whiterat's ability to address an excellent Narrativist Premise, but that the Premise has been addressed through pre-planning, and has been crafted with one right outcome in mind.

It seems to me that part of the issue of whether TR interferes with the ability to address Nar Premise boils down to this: if pre-planning is used to address NP, then task resolution is more likely to interfere.

How to apply the definitions of CR and TR seems to be the biggest source of disagreement. Falling back on the Provisional Glossary is but one source of information. Personally, I prefer descriptive definitions to prescriptive ones, so I'd prefer to see one arising out of usage. Correct me if I'm wrong, but usage here defines the difference between TR and CR in terms of Stake. Are you resolving what's being done or are you resolving what's at stake? Admittedly, to the degree that "what's being done" and "what's at stake" overlap, this definition may create more problems than it solves. I take it for granted that usage may eventually render these terms obsolete. If this discussion is just about nailing down prescriptive definitions of TR and CR, then say so and I will bow out now.

So, getting back to the topic, I think it would be helpful to focus on Irmo's idea, and forget Daredevil's initial post. If I say, "Prove to me that TR does not facilitate addressing Nar Premise," then not only am I asking for a negative proof, but all I am going to get is a lot of anecdotal evidence, which I will refute with my own anecdotal evidence. That leads nowhere. On the other hand, I could paraphrase Irmo's question to read, "Theoretically, under what conditions would TR interfere with one's ability to address Nar Premise?" and that definitely leads somewhere.

So, Whiterat, do you still think the problem was with task resolution, or was it a problem of pre-planning?

*Logical outcomes are always in relation to the Premise. Applying Narrativist logic, decisions that derail the story become arbitrary. Applying Gamist logic, decisions that trivialize the system become arbitrary. Applying Simulationist logic, decisions that shatter the illusion become arbitrary.

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On 5/7/2005 at 10:20pm, Valamir wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

Paul you're confusing yourself. Whiterat's example while well intentioned is NOT in anyway an illustration of either narrativist play nor why Conflict Resolution is beneficial.

Conflict Resolution is not prefered because it generates a Linear Outcome. Far from it. Any sort of linear outcome is completely anti Nar and Conflict Resolution is specifically designed to not permit it by making "what's at stake" determined randomly.

Also don't allow yourself to be confused by the careless way certain posters have started using A+B+C as if that were a linear track. I linked to Vincent's Blog so that people could actually read it. A+B+C is simply a short hand notation for Issue + Character + Situation. Not Event #1, Event #2, Event #3.

This is what it boils down to:

Current State: A+B+C. Thematically charged situation.
Conflict Resolution: Conflict may be resolved 1 way, it may be resolved another way. No matter which way its resolved it either preserves, resolves, or leads to another Thematically charged situation. It does this because "what's at stake" was defined so that no matter which way the dice fall premise is addressed.


Contrast this to:



Current State: A+B+C. Thematically charged situation.
Task Resolution: No effort is made to make sure that the results of the resolution preserve, resolve, or lead to another Thematically charged situation. Task Resolution is concerned only with identifying a particular action at a point in time that is deemed difficult enough to not be automatic and require a task roll. The result of that roll MAY preserve, MAY resolve, or MAY lead to another Thematically charged situation. But, since the roll was not engineered with that purpose in mind, it also may not.

Task Resolution MAY wind up eliminating the Issue (A). e.g. the Issue is whether the captain will choose to return to port to save his wounded friend in violation of his orders or risk his friend's life while completeing his mission and pursuing the enemy ship. The friend is seriously wounded. The logic and causality of Task Resolution demand he make a "health check" or "saving throw" or whatever. The friend dies. No more issue. The captain now doesn't have any choice to make.

Task Resolution MAY wind up eliminating the Character (B). The issue is to confront ones brother about his evil ways and give him one more shot at redemption. In a fight with a guard the hero dies before ever approaching his brother or confronting him. No more character. The issue doesn't get resolved (yes he's redeemed, no he isn't) because it never even happens. The involved parties simply die before they find out.

Task Resolution MAY wind up eliminating the Situation (C). Returning to the Captains choice issue. The captain must choose between his friend and his mission and the situation is that the enemy ship is about to escape. The rules of the game call for a "sailing check" or the like whenever a ship is trying to escape. The GM abides by that rule and certainly by the logic of causality the situation warrants it. The enemy ship fails the check and suffers a mandated critical hit. It loses a mast, gets thrown in irons and is now helpless. Boom, no more thematically charged moment. The captain no longer has to choose between getting his friend to port or pursuing the enemy for an extended period during which his friend will almost certainly die. Because the Task Resolution system just rendered the enemy ship helpless. The captain can sink or capture that ship with minimal delay and still get his friend to port in time to save his life. The whole premise of pitting Friendship vs. Duty has just been shot to hell


Now from a SIM perspective...none of those outcomes are particularly bad. They are all logical, they are all reasonable, they don't in anyway violate the dream. If the potential thematic issue just shriveled up and blew away...so what...Sim play views thematic issues as a nice bonus when they happen but not the primary point of play.

From a Nar perspective those outcomes just crapped all over the entire purpose of why those players were sitting around the table playing that game at that time. It MAY not have happened like that. The friend may have survived his health saving throw thereby preserving the issue. The hero may have survived the guard and gone on to confront his brother. The enemy ship may have escaped again leaving the captain to choose between friendship or duty. But there's no guarentee of that. Using Task Resolution for Nar play leaves you perpetually in danger of having the wrong die roll at the wrong time dismantle the entire purpose of the game.

Conflict Resolution doesn't work like that In Conflict Resolution you set the stakes specifically to capture the key issue "What's at Stake is do I capture the enemy ship in time to save my friends life" If you manage to resolve that to the positive than you accomplished both yes...but you also addressed the premise. The captain chose Duty over Friendship.

If the stakes were resolved to the negative there are a couple of possible outcomes. Different CR systems will deal with them in a different way, some like PTA or Dust Devils will leave it entirely open to narration as to how the stakes were lost. Others like DitV will fill in the nature of the loss through the various raise and see steps.


I submit that this is probably the closest thing to a Nar litmus test you're going to find. If you can imagine yourself in one of the above examples, and not minding that the premise just got dismantled because the roll that was made was perfectly reasonable and appropriate and you'd have been more upset if the GM had skipped or fudged it...than you probably aren't playing Nar.

Does that make the critical difference between the two any clearer.

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On 5/7/2005 at 11:33pm, Eero Tuovinen wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

Paul: I for one am just a little bit frustated by this conversation, because it seems to me that my arguments are just not being considered in any way. Perhaps I'm just so stupid that I'm talking besides the point, but in that case I'd like it if somebody explained that to me. It does, however, seem to me that my take on the matter should be sufficient to answer the questions bandied here. At least, I don't garner any illumination from what others are writing.

In the interest of clarity, what about if I restate my points in simple and straightforward form, without any reasoning or trying to slot the issue into the discussion so far? I think I'll do that, perhaps it helps somewhat.

Eero talks about conflict vs. task resolution

So-called "conflict resolution" and "task resolution" are illusions, insofar as discrete game systems are concerned. There is no true conflict or task resolutions, or if there is, they are so vanishingly rare that it doesn't matter for our purposes. Instead, what systems do have is the quality of "resolving tasks" and the quality of "resolving conflicts". The thing is, all rpg systems have these qualities, and thus all rpgs have both "conflict" and "task resolution".

How is that possible? Remember, "system" for our purposes is the means we use to introduce stuff to the SIS. (Check those terms from the Glossary, if they're not familiar! You won't understand this otherwise!) Any method of resolving both tasks and conflicts is part of system. Now, do we all accept that in narrativist play, both conflicts and tasks exist? If they do, what happens to them? I mean, if there are conflicts and tasks, what needs to happen for play to go on? That's right, the tasks and conflicts have to get resolved. Play won't progress if both tasks and conflicts are not resolved. (Or rather, narrativist play won't. You could have play in which no conflicts are resolved, but that won't allow addressing Premise.)

Assuming that we have narrativist play, we can also assume that tasks and conflicts are both getting resolved. How does it then happen in practice? I direct you back to what I wrote earlier: there are three conceivable approachs a given game design could take to narrative conflict resolution.
1) having a conflict resolution system, but being rules-light about task resolution (Dust Devils, PTA, Fastlane, most modern formalistic nar games)
2) having a task resolution, ensuring that the tasks carry conflict significance (Sorcerer, TRoS)
3) having both task and conflict resolution side by side (Dogs in the Vineyard)

As you can see, there are various ways of doing this. However, before we talk more about them ways, I'll have to define 'conflict' and 'task' somehow, so you understand what I'm talking about:
Conflict: a decision-point in a narrative where the different ways the story could go carry thematic meaning. In nar terms, the conflict is a vector for a Premise, and resolving it answers the premise.
Task: events of a story, in general.

Now, many people seem to define these terms in different ways, so you might not agree with me. Significantly, they are definitions based on the narrative qualities of play, and not on system matters at all. I think that the above definitions are similar to those fine definitions in their narrow bands of consideration, and are furthermore the only logical (meaning, true) way to define the distinction in general. Neither conflict or task hold any meaning for rpg theory unless they're successfully differentiated and the meaning of conflict vis-a-vis narrativist play explained.

Understanding those definitions is crucial. Note that they hold for traditional narratives as well, if you wish to use them. The key property of those definitions is that while tasks happen because of SIS congruity ("realism", in other words), conflicts are caused by the artist (players) perceiving premise-weight in a task. That premise-weight is our problem, and the reason for the need to differentiate between task and conflict resolution: to create a good story (that is, to play satisfying narrativism), you need to be able to create and resolve those conflicts. A story is good if it has good conflicts, it's that simple. Conflict resolution rules, as they are called, allow us to introduce and resolve conflicts, and thus create a good story. Without conflict resolution rules there is no guarantee that conflicts even happen, much less that they get resolved.

Short sidetrack: I'm saying above that conflicts are just tasks with Premise-weight attached. This means that "winning the fight" or "impressing the lady" or whatever are always only tasks, and become conflicts only when they have that meaning. Like, "winning the fight to end the war" or "impressing the lady to love her and leave her" are conflicts. This is probably clear to you all, but I emphasize it anyway: the distinction between conflict and task is not about f***ing scale or stakes or anything at all, it's about story meaning only. Every task can potentially carry conflicts, and no task is always a conflict task. (Hmm... protagonist suicide is a conflict in almost all cases...)

Now, back to practice. As the keen mind should already understand, the above definitions mean that resolving tasks and conflicts are separate issues. They are not totally meaningless for each other, because conflicts are ultimately resolved (that is, brought to SIS) through narration of task resolution, but neither are they connected in any strong sense. A game could have a little bit of conflict resolution rules and a whole bunch of task resolution, or vice versa. It's a matter of degree, not of classifying games into two categories of method. This I will now prove through exactingly detailed examples:

Primetime Adventures

How does PTA resolve tasks and conflicts? First, most tasks are resolved through simple narration, the player just says how he wants the task to resolve. He can resolve success, or he can resolve failure. only when other players disagree is any more complex system used. Still, that also is a task resolution system, even when it's about as simple as could be.

PTA assumes that players will never disagree about a task unless success in the task predicates success in an accompanying conflict. In other words, characters always succeed in tasks, unless there's a conflict in there. The point about PTA task resolution is this: when a conflict is recognized, task and conflict resolutions are combined:
The task resolution part: before anybody knows what's going to happen, the players can opt to use edges, which represent task resources of the character. This corresponds with "choosing the appropriate skill" in traditional task resolution systems. The player chooses if he wants to use edges, and is responsible for only using them when he could conseive a task narration where the edge is used.
The conflict resolution part: all the rest of the PTA conflict prosedure concerns itself with the conflict: it's recognized, the stakes under conflict are defined, and so on. The conflict is resolved, the player with the most successes wins. The player with the highest die narrates, which becomes important soon.
The task resolution part second: task resolution proper happens only when the conflict winner is already chosen. What's more, the task resolution is handled through a method very common in formalistic nar games: the narrator chosen by the conflict resolution has free hand in deciding whether any given task in the situation succeeds. This is task resolution. Some games have only "GM decides" task resolution, and it's still task resolution. It's task resolution in PTA, too, even when the main attention is turned to the conflict winner.

PTA has a Drama-based task resolution system, insofar as a given narrator decided any task based on it's merits. On the other hand, the conflict resolution system is Fortune-based. The two are affected by each other, if in no other way then in the fact that tasks in conflicts are resolved in a little different way than tasks outside of conflicts (different narrator). Point: PTA has relatively lots of rules for conflict resolution, and few rules for task resolution. Regardless, both get resolved.

Sorcerer

(Let me note that IMO Sorcerer is extremely complicated and unique among narrativist games, so I'll probably hash this analysis.)

In Sorcerer task resolution is paramount mechanically. Everything you'll ever resolve in Sorcerer is tasks. (Humanity rolls are uncertain about this, due to different interpretations of what the rolls mean.) Look at what you're doing in that game: it's very much about whether the character succeeds in a given task or not, and about the tools he uses (Stamina vs. Cover, for instance). How are conflicts resolved, then?

Sorcerer has a play structure and emphasis on situation that tends to create conflicts. For example, the demon relationships are full of conflicts, and the GM is instructed to create more conflicts (each Bang is a conflict by the above definition). This makes it extremely likely that the task resolutions also resolve conflicts. What's more, the GM is instructed to encourage conflict resolution through not preplanning adventures and driving play towards tasks with significant stakes. Functional Sorcerer play very much interprets these GM responsibilities as rules to follow, because otherwise the rules are comparatively easy to bend towards other priorities from nar (as has been proven by Sorcerer's fame as a difficult game to play correctly).

So Sorcerer is a nar-faciliating game due to the way it invests task resolution with conflict resolution. The system does double duty in this regard. The very same task resolution system is used whether there's a conflict there or not (temporary bonuses might differ in practice, though). Point: Sorcerer has lots of rules for task resolution, and little rules for conflict resolution. Specifically, it's conflit resolution rules are the kind that people are not used to following (disguised as GM advice). So you could say that Sorcerer uses task resolution. Still conflicts get resolved.

Dogs in the Vineyard

(I already wrote about Dogs, but because it's the only example of concurrent task and conflict resolution I can think of, I'll include it again. Probably there are lots of these, starting with friggin' Amber or something, but I can't care enough to think about it right now.)

In DiV there are two different ways of resolving tasks:
1) any character task succeeds, unless another player wants to contest the success. This is the rule called "Say yes or roll the dice".
2) If a task is contested, a conflict is tructured out of it. Like in PTA, it's assumed that nobody wants to contest unless there's a conflict. During conflict, a player may narrate any task success for his character, assuming that
a) he raises during it, or reverses/blocks/takes the blow, and the task is compatible with the requirements of the rules action in question.
b) the other player won't reverse or block, if it was a raise.

As you can see, the second task resolution method is rather more intricate. What's more, during conflict those same actions that are used to resolve task resolution are used to resolve the conflict itself. The two systems are separate, but connected, and used concurrently. What's more, there are multiple levels of task and conflict resolution going in a very intricate manner. For example, damage: tasks may cause damage, the amount depending on narration, but damage may also hold conflict meaning, even for a conflict completely disassociated with this one. It's frequently difficult to really distinguish between task and conflict resolution in DiV, but ultimately the two are different, and the connections are all crafted by the designer, not grown in any natural manner.

--

Before returning to theory, let's also check out traditional solutions. This is important, because the above games (even Sorcerer) strive to resolve conflicts in above-the-board manner, with the players negotiating with some degree of No Myth thinking. However, there are radically different methods of conflict resolution in traditional games, games that are typically called "task resolution systems".

Firsty, one typical way of conflict resolution is to try to disarm conflict beforehand. (To understand this, it's imperative that you remember what conflict we're talking about here.) D&D does this to a great degree: the prime directive for the GM is to build a functionally cooperating party and to encourage out-of-game negotiation of any disagreements about story stuff (will we sell out to the evil overlord, for instance). This is intentional disarming of conflict.

Another important point is controlling player ability to initiate conflict. This is done on the social level pretty frequently (meaning, the GM decides what adventure comes next), but games have rules for it, too... at least they should... criminy, it seems I can't think of any examples. Wonder why is that? Anyway, the main way of controlling ability to initiate conflict is the ability to control scene framing and adventure choice. Pretty impossible to make a bid for the overlordship of the city when the adventure of the day concerns looting orc caves.

If conflict happens, and it does because some games want it, a typical approach is for the GM to resolve the conflicts through illusionistic technique. WW games are like this, pretty much. (A pre-resolved conflict, by the by, means preresolved premise, and thus theme. That's why these games can be characterized as theme-focused sim, in case you didn't know.) Such "illusionistic techniques" mean mainly control of task initiation (I demonstrated this earlier in the thread) in it's different forms, really. Stake definition plays a part, too. All of these games leave defining stakes for the GM, and he is instructed to do it only after he knows the results, which pretty much means that the conflicts always go the GM's way.

The point of the above paragraphs is to note that these games have conflict resolution rules, too. They're just pretty undefined, and predicated on the role of the GM. This is natural for a game that doesn't strive to give players conflict control. The only point here was to drive home the idea that all games have conflict resolution systems, in one way or another.

--

At this point, let's go back to the theoretical question. We have demonstrated that separating rpg systems into conflict and task resolution classes is a faulty and inexact practice. On the other hand, it should also be clear that tasks and conflicts can be usefully differentiated, and furthermore that the two use very independent means of resolution. These are prime points of understanding in themselves, and should help in laying this thread to rest.

However, more angles: even if we agree that there's no point in talking about solely task or conflict resolving systems, it's still true that we can talk about system leaning in this regard. We could say that a system uses "conflict resolution" if the central means of resolving conflicts is mechanical (or even if such a mechanical option was available to the players). We could say that a system uses "task resolution" otherwise. That's fine with me, I can live with that.

But when we have cleared up what a conflict resolution system actually is, the original question of the thread remains: why, exactly, conflict resolution supports narrativism? Keen minds have already deduced the answer, but let's lay it out anyway:

To faciliate addressing Premise (the definition of a narrativist game), the game has to make sure that
1) conflicts (premise-answering points of narrative) are formed and
2) conflicts are resolved.
This is because of how Premise is defined: if you read Ron's essay about it, you'll note that Premise itself is defined as a question that hypothetically comes to being on some symbolical level when fictional situations are considered. (I'll assume here that nobody doubts the existence of Premise and narrativism itself, so we get somewhere today.) To be exact, Premise is the question that is being answered by the events of the narrative. Now, to have the answer, you need degrees of freedom in the narrative. There has to be points of the story where it could go the other way, because any other kind of point isn't an answer to the Premise. Point: this is how we defined conflict to begin with. Conflict resolution is addressing Premise, and addressing Premise is conflict resolution, because conflicts are simply points at which Premise is addressed. Not necessarily the same Premise all the time, but still some Premise.

Now, in the view of the above, it's quite reasonable to claim that I'm full of shit about addressing Premise, because actually Premise is frequently addressed outside conflict resolution. Most examples of addressing Premise come from outside conflict resolution situations, when you think about it. "Will I kill him?" is a typical Premise-situation you could expect to see, and in almost any system there won't be conflict resolution here. What gives?

The answer to the conundrum is that actually, conflict is being resolved. The great majority of rpg conflicts are internal, and the great majority of rpg rules systems resolve those conflicts through free player choice (MLwM is a strong exception). Only external conflicts are usually resolved mechanically. However, this doesn't affect the nature of the conflict, or nature of Premise-answering. It just illustrates what we already know, that rpgs are a different type of narrative art from the classical type. Internal and external conflicts are different, and are dealt differently, because of notions designers have about Character. It might be that rewarding roleplaying in the main requires player autonomy over character, but that's not our topic today.

OK, now we have our answer: reliable conflict resolution is necessary for narrativist play because narrativist play is conflict resolution. Anything that diminishes the reliability of conflict resolution in a game is anti-nar.

The Point

My point to all of you: "Task resolution can be just as good for narrativism as conflict resolution" is IMO not even a sensible claim, considering what those terms mean. What you can demonstrate is that task resolution can be used to resolve conflicts. This only means that your system has a conflict resolution that uses task resolution as a method. Sorcerer does it, it's nothing weird or unexpected. Whether such a system is better than another kind of conflict resolution (like, say, PTA) is a complex design question, and not about theory at all: it depends on what your specific goals are in the design, and the specific forms of task and conflict resolution you're considering.

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On 5/8/2005 at 4:19am, xenopulse wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

There's little I have to add to Ralph's and Eero's impressive analyses, except for the following:

Look carefully at PtA as an example of conflict resolution. Even if you resolve a task with the rolls, the rolls are not based on the difficulty of the task, the circumstances, or any other causal relations--the rolls are based mainly on screen presence (importance of the character for the current episode) and fan mail (feedback mechanism from other players). With screen presence ranging from 1-3, the edge, which might be coinsidered a skill as Eero wrote, might only have as little as 25% influence; add fan mail dice, and the skill relevance diminishes significantly.

Compare and contrast this with regular task resolution games. In D&D, the rolls are based on skill and difficulty mechanisms that model something. They are not influenced by how important the character is, how much interest the player has in that conflict, the feedback other players give, or the character's stake (contrary to TRoS' spiritual attributes).

So, while Eero is right that all games somehow address tasks and conflicts, there is a fundamental difference that I see between the basic design approach to task or conflict resolution regarding the facilitation of Nar play, which is what we're talking about, after all.

Mechanics that model a resolution system on causality/realism or challenge/play balance support Nar play less than those that model it on player and character involvement. The first two are usually focused on resolving tasks. The latter is usually focused on resolving conflicts. Not a 100% corelation (see Eero's points on Sorcerer), but close.

(edited for typo correction)

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On 5/8/2005 at 4:55am, MatrixGamer wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

paulkdad wrote: While I wouldn't want to create a commandment (Thou Shalt Not Pre-Plan!), this excerpt would suggest that Nar Premise does not demand a predetermined outcome.



Pardon my asking, but as a novice, does the narrative agenda require a set outcome or does it call for a set plot? A set outcome would be, well... just that. At the beginning of the game I as GM would know what the players would find regardless of what they do. I done this in games ans it works but it feels forced. If the agenda instead picks a plot then the players merely have to accomplish some very broad steps to reach a plot outcome, it doesn't matter what the outcome is if the steps have been made.

I use this second approach in Matrix Games. If the game is a murder mystery, the the game starts with a description of a crime scene. The plot supposes that they find clues, figure out who could have done it, arrest them and put them on trial. It doesn't matter who they pin the charge on as long as it flows from the clues they make up in the game.

Are there any old threads that will answer this question? (You can see Ron has been molding my behavior - I'm anticipating the reply that this has already been discussed so I'm just cutting to the chase and asking what the thread is.)

Chris Engle
Hamster Press

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On 5/8/2005 at 9:44am, John Kim wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

Valamir wrote: Task Resolution MAY wind up eliminating the Situation (C). Returning to the Captains choice issue. The captain must choose between his friend and his mission and the situation is that the enemy ship is about to escape. The rules of the game call for a "sailing check" or the like whenever a ship is trying to escape. The GM abides by that rule and certainly by the logic of causality the situation warrants it. The enemy ship fails the check and suffers a mandated critical hit. It loses a mast, gets thrown in irons and is now helpless. Boom, no more thematically charged moment. The captain no longer has to choose between getting his friend to port or pursuing the enemy for an extended period during which his friend will almost certainly die.

Ralph, I know you don't think this has to do with pre-planning, but it certainly seems like it to me. As I see it, here you are depending on a very specific situation to be set up or your thematic charge is destroyed. The friend has to be gravely wounded enough to require land to survive but not so far gone as that recovery is impossible; and furthermore the enemy ship has to be just barely out of reach -- possible to catch but only if many days are taken in the chase. My reaction to this is to blame the narrow planning rather than the Task Resolution.

Yes, randomized Task Resolution will dismantle these sorts of plans. They will also create opportunities which you hadn't planned on. Using it successfully in-game means running with what happens rather than sticking with the plan. In each of these cases, the thematically-charged moment you have plan is derailed, but that doesn't eliminate the possibilities which are offered in what does happen.

Valamir wrote: Task Resolution MAY wind up eliminating the Character (B). The issue is to confront ones brother about his evil ways and give him one more shot at redemption. In a fight with a guard the hero dies before ever approaching his brother or confronting him. No more character. The issue doesn't get resolved (yes he's redeemed, no he isn't) because it never even happens. The involved parties simply die before they find out.

I generally play in low-mortality games where PC death essentially has to agree to. However, that is not because mortality lacks thematic charge. Your example was a hero who is killed by a guard. Realism may kill the character -- but realism also provides a lot of fallout from that event. When a real, living character dies there are issues galore which comes out of that. In your specific example, I would pick up with the hero's friends who when executing his will and funeral realize that they need to contact his brother about the death. So now we don't have the planned-for brother-to-brother talk, but we instead have the funeral scene.

Eero Tuovinen wrote: Paul: I for one am just a little bit frustated by this conversation, because it seems to me that my arguments are just not being considered in any way.
Eero Tuovinen wrote: My point to all of you: "Task resolution can be just as good for narrativism as conflict resolution" is IMO not even a sensible claim, considering what those terms mean. What you can demonstrate is that task resolution can be used to resolve conflicts. This only means that your system has a conflict resolution that uses task resolution as a method. Sorcerer does it, it's nothing weird or unexpected. Whether such a system is better than another kind of conflict resolution (like, say, PTA) is a complex design question, and not about theory at all: it depends on what your specific goals are in the design, and the specific forms of task and conflict resolution you're considering.

Eero, as I see it, the problem is that you've introduced yet another set of definitions into an increasingly crowded field. Also, I'm not sure how I should take your arguments, since I can't tell what you're arguing for. As far as I can see, you've punted on the conclusion which most people are arguing. You state that the choice for Narrativist games -- i.e. between (1) resolving-conflict-through-task and (2) resolving-conflict-through-conflict -- is a complex question that you don't address.

To a degree, this can be seen as arguing against arguments by Ralph/Valamir and Christian/xenopulse that Task Resolution is inherently inferior for Narrativism. You apparently disagree, claiming that it may be inferior or superior depending on the details of the design. However, the general tone seems to be arguing against myself and Irmo.

xenopulse wrote: So, while Eero is right that all games somehow address tasks and conflicts, there is a fundamental difference that I see between the basic design approach to task or conflict resolution regarding the facilitation of Nar play, which is what we're talking about, after all.

Mechanics that model a resolution system on causality/realism or challenge/play balance support Nar play less than those that model it on player and character involvement. The first two are usually focused on resolving tasks. The latter is usually focused on resolving conflicts. Not a 100% corelation (see Eero's points on Sorcerer), but close.

Ack. So this is taking it from yet another angle -- the question of the inputs, which as you say doesn't directly translate to Task/Conflict. I'm glad to talk about this, but it is yet another can of worms. Can you give an example of how causality/realism hinders Narrativism?

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On 5/8/2005 at 1:37pm, Caldis wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

John Kim wrote: Eero, as I see it, the problem is that you've introduced yet another set of definitions into an increasingly crowded field. Also, I'm not sure how I should take your arguments, since I can't tell what you're arguing for. As far as I can see, you've punted on the conclusion which most people are arguing. You state that the choice for Narrativist games -- i.e. between (1) resolving-conflict-through-task and (2) resolving-conflict-through-conflict -- is a complex question that you don't address.


I'd suggest you reread his posting then John because you missed his point and he does clearly answer this with examples of different ways actual games handle the distinction. He does in fact agree with you that you can use task resolution to resolve conflicts but one has to be actively trying to resolve the conflicts when faced with tasks that come up in the game. In which case you have a conflict resolution system.

If you allow task resolution to take precedence as in Ralph's examples they can wipe out the address of premise. There are ways to avoid this if you are looking to the bigger conflict, John pointed out the Theatrix method, skip the die roll if it can harm the story. Conflict resolution based on gm discretion.

If you focus only on resolving the tasks and allow that to dictate the direction of the game then you will be very unlikely to ever address premise. If you set up situations to address premise and let task resolution blow the setup apart hoping to rebuild and find a new premise to address, at a certain point your focus becomes exploration of system and not address of premise. The task resolution system is running the game not the people making choices on human issues.

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On 5/8/2005 at 1:46pm, Ron Edwards wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

That does it. I am absolutely disgusted by the incredible lack of consideration and the post-stuffing going on here.

It has nothing to do with disagreements and who's right or wrong. It has everything to do with showing another person that you have read and understood what he has posted. That's fundamental to this forum. It's explicit in the sticky.

There is no merit to trying to win arguments in this forum. It's not a place for that.

At the very least, threads like this one keep me from answering honest and interesting inquires like poor Dan's, who's been patiently waiting for weeks.

This thread is closed.

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On 5/8/2005 at 2:36pm, paulkdad wrote:
RE: Conflict vs Task Resolution to facilitate Narrativism

[EDIT] Sorry, Ron, I cross-posted with you here.

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