The Forge Reference Project

 

Topic: Conflict Resolution System
Started by: rikiwarren
Started on: 5/18/2006
Board: First Thoughts


On 5/18/2006 at 1:47am, rikiwarren wrote:
Conflict Resolution System

Hi,

One problem I've noticed in many games is that GMs try to create conflict within the game largely through the game mechanics. For example, character A has to scale a wall. The GM gives the wall a high difficulty number to make it challenging (rather than, lets say, have the guards come around the corner when he's halfway up).

I have a longer discussion of Scenes and Conflict at http://overstuffed-dicebag.blogspot.com/2006/05/scenes.html, if you want a better idea of where I'm coming from.

Anyway, I'm toying with the following mechanic as a possible solution to encourage GMs to reach for non-mechanical complications.

Basics: Players roll multiple dice. There is a fixed target number. Each die over the fixed target number is a success. All difficulty modifiers (bonuses or penalties) are handled by adding or subtracting dice. If the result is less than 1 die, you cannot attempt the action (automatic failure).

1) Use fortune in the middle, the GM decides when to call for a roll.
2) Any players (except the GM) can raise the stakes. They state a reason why the task is more difficult, then assign a difficulty modifier.
3) The player rolls against this new difficulty.
     A) If the player succeeds, then the player can narrate the results.
     B) If the player fails, then both the player and the character who raised the stakes get a brownie point. If the player increased her own difficulty, she gets two brownie points. Brownie points can be spent for bonus dice, special effects, etc. The player must actually have some chance of success to gain any points.

There are a few other rule complications. For example, normally if a player fails a roll, the GM gets to narrate the result. However, the player can opt to take a temporary disadvantage instead (an injury, a complication, equipment failure, whatever) that causes the conflict to evolve. So failing the climbing roll is not necessarily fatal--won't even necessarily injure the character. But it will put him in a worse situation.

In my mind, one of the GM's job is to create conflicts that push the game forward. Here, the GM has no control over how difficult the roll is. Instead, he must cause the conflict to evolve, by adding new complications.

(infamous wall-climbing examples)

Bob: <looks at his character sheet, picks up 4 dice> "Wow, that's a long way up. I hope my arms don't get too tired before I get to the top" <he removes one dice from his pool>.

John: "Whoever built the wall cut and placed the rocks with incredible precision: a nice flat surface with only hair-fine cracks between the stones. Take another 2 dice penalty."

Bob: "Gee, thanks." <rolls last die> "Five, that's a success, barely. I manage to pick my way up the wall and pull myself over the battlement. From here I have a good view of the inside courtyard." <No one gets any points>

Tom (GM): "Fine, you make it up to the top, but as you peak over, you see two guards. They're sitting up here, tossing dice against the battlements. One mutters to the other 'Better get back to our posts soon. Sergeant should make his rounds soon.' They start to stand up."

Note: if Bob had failed, he would get three brownie points, while John would get one.

Does anyone else thing that overly-mechanical conflicts are a problem?

Do you think this will help?

Should I limit the penalties each player can assign? Or limit it to one player per conflict?

As it is, each player can raise the stakes once. Then the rolling-player may spend brownie points. It's somewhat self limiting. If the rolling player doesn't have any dice, no one gets any brownie points.

-Rich-

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On 5/18/2006 at 2:56am, TonyLB wrote:
Re: Conflict Resolution System

Is there ever a reason for a player not to complicate the other player's life?

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On 5/18/2006 at 5:17am, ssfsx17 wrote:
RE: Re: Conflict Resolution System

Indeed. This system reminds me of Paranoia in some ways. Hopefully, rikiwarren, you plan to make the system revolve around backstabbing and such, just like Paranoia does, if you want to continue on your current line of thought.

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On 5/18/2006 at 7:56am, Oscar Evans wrote:
RE: Re: Conflict Resolution System

This is going to make the players hate eachother, and just try and find any excuse whatsoever to make eachothers lives as difficult as possible in order to score points. In a heavily narritivist structure like this, where anyone can chime in and say 'The wall is made of perfectly sooth, razor-sharp obsidian' thats probably not so great. If one assumes that they are working towards a common goal, i suppose it would be a detriment to the groups objective to do this, but with a system like this you will probably find that they wont be a group with a common goal for very long.

Especially if the brownie points are actually useful (Or even pivotal) though. You might even find that they deliberately undertake unimportant tasks and make them really hard on themselves, just to earn brownie points. 'I try to convince the street preacher to renounce his religion. He has a lot of faith and convinction, so i take -2 dice. He is very experianced in theological debate, so i take -1.' etc. He looses obviously, gets some brownie points, but whats the worst thats going to happen? He will look silly talking to the street preacher?

Obviously with good players they will play nice and only contribute to the story to make it more fun. But thats something the players do, not something the system does (or even encourages).

It might work in a paranoia PvP style game. But you'd have to be very careful balancing and playtesting that so that the players dont end up just coming to blows.

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On 5/18/2006 at 11:32am, TonyLB wrote:
RE: Re: Conflict Resolution System

Oh, I don't know that it's going to make the players hate each other.  After all, if I increase your character's difficulty I am also helping you to (potentially) earn brownie points, right?

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On 5/18/2006 at 1:23pm, Madheretic wrote:
RE: Re: Conflict Resolution System

ssfsx17 wrote:
Indeed. This system reminds me of Paranoia in some ways. Hopefully, rikiwarren, you plan to make the system revolve around backstabbing and such, just like Paranoia does, if you want to continue on your current line of thought.


I don't see why this would necesarily be true considering that the players up each other's stakes through introducing details that have no apparent relation to actions taken by their characters. There's no reason the PC's would have to be bickering and backstabbing just because that's what the players are doing.

Granted it is kinda nice to have some features of the real-people interactions mimick what's going on in the game, I wouldn't let that limit the themes you might want to explore with this.

On a minor gripe, I'd rather use a different word than "stakes" as that implies that you're modifying what the conflict is over (ie. the outcome of success or failure). "Upping the stakes" in this system seems to relate purely to the obstacles to success.

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On 5/18/2006 at 8:02pm, rikiwarren wrote:
RE: Re: Conflict Resolution System

This is not intended to be a backstabbing mechanic. It is intended to shift the responsibility for determining mechanic-based difficulties from the GM (forcing the GM to focus on more-interesting story-based complications), to the community of players as a whole. In the dark recesses of my mind, the system is self-balancing. I obviously haven't tried it in play yet. But here are my thoughts.

1) You benefit more by making your own difficulties harder, than by making someone elses. If you're just interested in brownie points, then you'll bump up your own difficulties.

2) Presumably the group is working towards a common goal (rather than a bouquet of loosely related goals). If your partner falls on his face, it's going to put the whole group at a disadvantage. Take the wall climbing incident. If your friend is climbing the wall with the intention of opening the side door. If he doesn't make it, you don't get in.

3) I have a previously unmentioned assumption that the GM will monitor this system. Specifically, the GM only gives out brownie points if the failed action makes the story more interesting. If the GM feels your just fishing for points, he can veto the points.

4) I can't see the people I play with devolve into constant backstabbing. Maybe they're just unusual, or maybe my impression of them is wrong.

I had thought of a few alternatives. One is to only give a brownie point to the rolling player. However, that means other players have no motivation (other than a sense of dramatics) to make things more difficult for their partners. Presumably they would have a strong motivation to keep things easy.

Another alternative is to increase the bonus to the rolling player. She gets two points while the raising player gets only one (if you raise the difficulty of your own roll, you get all three). Or give the rolling player a number of brownie points equal to the difficulty modifier (raising player still just gets one). But I'm already a bit worried about brownie point inflation.

One last possibility: if the player succeeds, the raising player gets a brownie point. If the player fails, the rolling player gets a brownie point. Obviously, if you make things more difficult for yourself, you're guaranteed a point--which might be a problem if players start adding slight difficulties to easy tasks just to get points. Maybe you can only increase the difficulty of other player's rolls?

More importantly, does anyone else see a problem with GMs being overly-relyant on roll/difficulty based conflicts to the exclusion of other, more interesting complications?

-Rich-

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On 5/19/2006 at 1:04am, Oscar Evans wrote:
RE: Re: Conflict Resolution System

TonyLB wrote:
Oh, I don't know that it's going to make the players hate each other. After all, if I increase your character's difficulty I am also helping you to (potentially) earn brownie points, right?

No. You are helping YOURSELF earn them. Only if the player increased their own difficulty do they earn more points. If my understanding of the system is correct? And as Riki said, if yo

Madheretic wrote:
There's no reason the PC's would have to be bickering and backstabbing just because that's what the players are doing.

Characters are cooperating but the players are ripping eachother to shreds? Haha.

rikiwarren wrote:
1) You benefit more by making your own difficulties harder, than by making someone elses. If you're just interested in brownie points, then you'll bump up your own difficulties.


rikiwarren wrote:
2) Presumably the group is working towards a common goal (rather than a bouquet of loosely related goals). If your partner falls on his face, it's going to put the whole group at a disadvantage. Take the wall climbing incident. If your friend is climbing the wall with the intention of opening the side door. If he doesn't make it, you don't get in.

What are brownie points spent on? Can they buy a sucess, or are they just 'xp'. If you could spend them to up your dice roll for example (Which could be an interesting mechanic to use- make it more difficult for yourself in order to buy sucesses in other situations) you could just go ahead and spend the points breaking the door down or climbing the wall yourself. If they are just 'xp' then the chances are EVERYONE will try to climb the wall, with the same chances of sucess (Hey, its a really smooth wall) and rack up the brownie points on eachother. Although yes, thats less likely than a GM veto. But with a liberal use of GM veto, arent you assigning the points almost arbitrarily? You really need to define how you intend to SPEND the brownie points, though. Might help the conversation.

rikiwarren wrote:
Another alternative is to increase the bonus to the rolling player. She gets two points while the raising player gets only one (if you raise the difficulty of your own roll, you get all three). Or give the rolling player a number of brownie points equal to the difficulty modifier (raising player still just gets one). But I'm already a bit worried about brownie point inflation.

If you are worried about brownie point inflation, then maybe you could reward the players with something else? Reduced negative effects from failure, or something.

rikiwarren wrote:
One last possibility: if the player succeeds, the raising player gets a brownie point. If the player fails, the rolling player gets a brownie point. Obviously, if you make things more difficult for yourself, you're guaranteed a point--which might be a problem if players start adding slight difficulties to easy tasks just to get points. Maybe you can only increase the difficulty of other player's rolls?

Thats more like it. Although that does create competition between players, it limits it to the point that if they keep making someones life harder, they'll just be giving all the brownie points away.
Maybe you could even allow players to chime in and make things EASIER, which would give them a brownie point if it fails.
For example:
George wants to climb a wall.
Joe says 'The wall is made of spiky obsidian.' -3
Claire says 'But there are vines growing up it.' +4
Joe says 'There are guards posted all along the top.' -2
Claire says 'But they are drunk.' +1
Joe says 'The sun shines off the obsdian, blinding you.' -1

So the result is actually only -1. If George suceeds, Joe gets a brownie point. If George loses, Claire does. Or maybe Claire only gets the point if the accumulative effect is a +. Anyway you get the picture.

Here is an idea. Give each player 5 tokens they can use to increase the difficulty of another player. Then give each player 5 dice (coloured all the same) that they can give to another player to decrease the difficulty (since your systems -1 and +1 is just once dice). You cant use these on yourself, only on other people. If you make someones life a lot harder with tokens, that gives them the ability to make YOUR life harder. If you make someones life easier, that gives them the ability to make your life easier.
It would create an interesting dynamic- but i dont know if it would be one that would make the storytelling more fun. Of course, the players might just leave the tokens alone and do nothing but give eachother dice.

You could have another structure. For example, each player gets x dice based on skill etc, and 3 (or y) Bonus Dice that he can use for anything if he can come up with a reason why the roll would be easier (The wall has vines, his soft boots are good for climbing, there are crates stacked against it etc). However, another player can 'steal' these dice, trading them for tokens if he has a reason (The wall is smooth, his boots are muddy, the crates are unsteady) and he can use those dice on his own rolls, until someone steals them back for a token  Maybe you could add other rules, such as you cannot steal from the player who last stole from you (So in order to get your dice back, you have to take it from someone else). You can only steal these die if the player chooses to use them though, so he might want to think twice before he does so. In this system, if each player has 3 bonus dice, then they should have fewer tokens than bonus dice (Say each player has 2 tokens each, or one each, or maybe even give the GM some and he can steal bonus dice and use them against the players until they are stolen back, although that contradicts your design goal of getting the GM out of it). That way, you wont have one player stealing another players entire sets of bonus dice in a single action. Or perhaps limiting the number of dice that can be stolen per roll to one. So a player can use 3 bonus dice, and he wont lose every last one of them. You could have the first player to come up with a good reason to get the dice steal it, or you could have the GM arbitrate the best reason to steal it, or you could have an auction system, where players can offer more tokens in order to steal that dice (but then you would potentially get players with all the tokens AND all the dice). But god, that makes it even more complicatd.

Alternatively, you could have a system whereby you can steal another players bonus dice, but it doesnt impact their current success- just their future ability to use that dice. But that is deviating a lot from your origional concept.

These ideas are very competative though, and sort of make the story itself into an absurd game of one upmanship. But thats the danger of any Narrativist structure that tries to govern the story using systems and rules, that the story becomes slave to those rules. But a paranoia style game of competition might be really funny and produce some crazy results.

Maybe you could link the bonus dice to some stat or action too. Say red is physical, blue mental, yellow social. So if George says 'I convince my friends to give me a boost up the wall (social), i have good upper body strength (physical).'  and then Joe says 'I convince his friends that he can do it himself.' Joe can spend his token to steal Georges social die.
That does have the disadvantage that it goes back to the actions of the CHARACTER rather than the circumstances of the enviroment so you'll probably need to use different stats. Maybe... animal vegetable and mineral? 'My friends help me up (animal), there are vines on the wall (vegetable), there are cracks in the stone, (mineral)'. Equally, a steal could be 'But there are guards up there you (animal), lots of slippery moss (vegetable), and the stones are smooth (mineral)'. I can see a lot of vines being used to cross pits and climb walls though. Hah!

Some other ideas for stats to reflect each bonus dice:
Friends, Items, Skills (But thats character actions again).
Meteorological, Geological, Biological, Psychological
Opposition, Situation
Other, Self, Enviroment
Water (slippery), Earth (cracked), Air (windy), Fire (sun in eyes)

That way, you'll only steal a dice you think you can use, and sometimes you'll have nothing but fire dice when you're trying to survive a shipwreck and another clever player who collected all the water dice can use them to drift safely ashore (Although the other players will probably try to steal them, hrrm). Anyway, even if you find another system than dice stealing, assigning bonus dice attributes might challenge the players to come up with relevant bonuses.

rikiwarren wrote:
More importantly, does anyone else see a problem with GMs being overly-relyant on roll/difficulty based conflicts to the exclusion of other, more interesting complications?

Yes, if a GM uses flat sucess/failure. But really, its easy enough to have interesting consequences built into the roll (this is how i always do it).
For example, George rolls a d20 difficulty 10 to see if he can hack into a computer and open a security door.
1-2- He not only fails, but its defensive software destroys his computer and calls the cops.
3-4- His computer is disabled for a few turns (worse the number, the longer).
5-8- He just fails. Lower the roll, the more time he wasted.
9- He makes it to the final firewall, and just before he breaches it the computer calls the cops. He can either block the transmission and fail the hack, or he can suceed if he takes the negative side-effect of letting it call the cops.
10 He suceeds, barely. This may make any future hacks into the same system more dangerous.
11-15 He suceeds. The higher the role, the less time he wasted.
16-18 He succeeds, and manages to gather a useful piece of information.
19-20 He compromises the system perfectly, making future hacks on this system a breeze.

Of course, its up to the GM to interpret the dice roll. Maybe a 20 means he suceeded so well, that it opened every single security door in the compound, turned off the lights, and totally destroyed the security system (Which is good, but on the other hand- someone is going to investigate that!). Maybe he suceeded but fried his computer? But interesting consequences are easily incorporated into a roll. In fact, i find its often easier to think of an interesting consequence as the result of a die roll than otherwise.

Sorry for the long rambling. I do that sometimes. Hope i said something that helped, even if most of it was tangential!

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On 5/19/2006 at 1:09am, TonyLB wrote:
RE: Re: Conflict Resolution System

Oscar wrote:
No. You are helping YOURSELF earn them. Only if the player increased their own difficulty do they earn more points.


I'm pretty sure that if Adam raises the difficulty for Bob's character, and Bob's character fails, then both Adam and Bob receive 1 Brownie point apiece.

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On 5/19/2006 at 8:21pm, rikiwarren wrote:
RE: Re: Conflict Resolution System

TonyLB wrote:
Oscar wrote:
No. You are helping YOURSELF earn them. Only if the player increased their own difficulty do they earn more points.


I'm pretty sure that if Adam raises the difficulty for Bob's character, and Bob's character fails, then both Adam and Bob receive 1 Brownie point apiece.


In the original idea, this is correct. I haven't really worked out what the brownie points are for. They can be used to buy additional dice for a roll. For re-rolling dice after a roll. And for character advancement. They will probably also be used to trigger character tags (basically a loose advantages/disadvantages system--which I haven't described yet).

-Rich-

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On 5/19/2006 at 8:44pm, rikiwarren wrote:
RE: Re: Conflict Resolution System

I'm breaking my comments into two posts, to hopefully get feedback on both.

Mechanics:

I think I like the following mechanics:

• GM calls for a roll
• Other players (not the GM or the rolling character) can chime in.
• Characters can increase the difficulty by an arbitrary amount (removing dice from the rolling-player's pool), with the following restrictions...

• Each player can only chime in once.
• Players cannot take the rolling-player's last dice.

• Rolling player can spend brownie points to modify the roll (1 point = +1 die).
• Player rolls the final number of dice against a fixed difficulty (GM cannot modify the difficulty).
• Rolling player can spend brownie poits to re-roll hey increased the difficulty.
• Results are determined...

• If the rolling player succeeded...

• Any player who chimed in gets a number of brownie points equal to the amount they increased the difficulty.
• The GM can cause the conflict to evolve by either...

• Adding a new element that complicates the conflict
• Having an NPC take a complication

• If the conflict resolves, the rolling player gets to narrate the result.
• If the conflict evolves, the rolling player gets their successes as a bonus on the followup roll.

• if the rolling player fails...

• Rolling player gets a number of brownie points equal to the total difficulty increase.
• Rolling player can take a complication and cause the conflict to evolve.
• If the conflict resolves, the GM gets to narrate the results.
• If the conflict evolves, and it's a non-opposed conflict, the player gets a negative modifier on the followup roll. (in opposed actions, the opponent gets bonus dice as per success above).

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On 5/19/2006 at 9:09pm, rikiwarren wrote:
RE: Re: Conflict Resolution System

The Real Problem:

I think the issue I'm trying to get at is part of a larger problem. Again, I'd recommend looking at my essay at http://overstuffed-dicebag.blogspot.com/2006/05/scenes.html, I probably do a better job of explaining everything there.

But here are the basics:

One of the GM's main jobs is to maintain the conflict (or drama).

Too often, I feel that GMs try to create drama by simply assigning high difficulty numbers to tasks. This often leads to broken conflicts for one of several reasons:

The GM doesn't want to let the character's succeed, so he keeps calling for additional rolls until they fail.

The player is doing something dangerous, and the GM doesn't want to kill them off outright, so he calls for a series of rolls until the character succeeds.

The action is a live-or-die roll. Either result has no dramatic impact on the story. If the character succeeds, there's no conflict. He made it to the top of the wall, or he survived the poison with no (or limited) effect. If the character fails, he is dead--again no conflict, from that character's perspective, the story has simply ended.

In my mind, conflicts should increase steadily over time until the climax. Even if the characters succeed at an action, they should find their general situation degrading. I also feel that real conflicts should be tough decisions the players (or characters) have to make, rather than something they can roll their way out of.

My hope is, by removing the role of setting difficulty numbers from the GM, I can encourage the GM to develop other, more interesting sources of conflict. Again, look at the wall climbing. If the player succeeds on one roll, the GM cannot simply call for additional rolls ("OK, you made it up the first ten feet, roll again."). Instead, they must introduce a new element external to the character that causes the conflict to evolve. This could be the guards gambling atop the wall (in my first example), or perhaps a rock starts to come loose in the climber's hand. He can either choose to just save himself (letting the rock fall and possibly cause noise), or he can try to force it back in place (requiring another roll to see if he stays on the wall). The important thing is, the player gets to decide how to react. (I'm not sure how to explain this well, but in my mind, having the guards automatically spot the character or having the rock automatically fall is not cool--introduce the situation and let the character decide how to react to it).

Likewise, if the character fails, they can either take the results (possibly falling to their death), or they can create a complication. For example, if the character fails the climbing roll, they could state that the rock comes loose in their hand and clatters down the side of the wall (possibly alerting the guards). Then the GM and Player continue the conflict from this new point. Note the difference here. In the player's case, the rock actually falls. In the GM's case, the player is presented with a decision.

Does this make any sense?

Anyway, I would love more feedback on the general issue of GMs and mechanically-based conflict.

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On 5/19/2006 at 9:18pm, rikiwarren wrote:
RE: Re: Conflict Resolution System

Oscar wrote:
rikiwarren wrote:
More importantly, does anyone else see a problem with GMs being overly-relyant on roll/difficulty based conflicts to the exclusion of other, more interesting complications?

Yes, if a GM uses flat sucess/failure. But really, its easy enough to have interesting consequences built into the roll (this is how i always do it).
For example, George rolls a d20 difficulty 10 to see if he can hack into a computer and open a security door.
1-2- He not only fails, but its defensive software destroys his computer and calls the cops.
3-4- His computer is disabled for a few turns (worse the number, the longer).
5-8- He just fails. Lower the roll, the more time he wasted.
9- He makes it to the final firewall, and just before he breaches it the computer calls the cops. He can either block the transmission and fail the hack, or he can suceed if he takes the negative side-effect of letting it call the cops.
10 He suceeds, barely. This may make any future hacks into the same system more dangerous.
11-15 He suceeds. The higher the role, the less time he wasted.
16-18 He succeeds, and manages to gather a useful piece of information.
19-20 He compromises the system perfectly, making future hacks on this system a breeze.

Of course, its up to the GM to interpret the dice roll. Maybe a 20 means he suceeded so well, that it opened every single security door in the compound, turned off the lights, and totally destroyed the security system (Which is good, but on the other hand- someone is going to investigate that!). Maybe he suceeded but fried his computer? But interesting consequences are easily incorporated into a roll. In fact, i find its often easier to think of an interesting consequence as the result of a die roll than otherwise.


This is the sort of thing I'm trying to avoid. I feel the GM's time is better spent developing non-mechanical conflicts and complications. Instead of trying to determine how difficult the hack is, he should focus on results (what could happen if the character succeeds, if the character fails. Which of these are the most interesting. How can he increase the tension.).

-Rich-

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On 5/20/2006 at 1:49am, Oscar Evans wrote:
RE: Re: Conflict Resolution System

I think the problem here is the GM letting the dice rule him, rather than using them as a tool to add suspense. No suprise if he gets frustrated and finds himself increasing the difficulty and adding more dice roles. Especially if you are using a system with set difficulties, set results, hp, stats etc to determine every action based on the dice. I can see where you are coming from, as its very very easy for the GM to fall into the habit of relying too much on the dice especially if the system is encouraging it. Removing them from his hands would force him to come up with other challenges.

You might want to try playing diceless for a change. What you are already proposing is certainly redefinining the role of dice. The players decide what the difficulty of the dice roll is- the GM never touches the dice. The dice are therefore something for the players to squabble over and have little to do with anything the GM is doing. This removes the dice entirely from the interaction between the players and GM- which is to say the interaction between the Characters and the Enviroment.

I can certainly see how this might work- if competition between the players is fostered to the point that they add interesting colour to the game for one another but not the point they want to kill eachother then you could have the players writing the colour and enviroment, while the GM focusing on the plot and events.

Do it wrong though, and the players will just do absolutely everything they can to work together as ruthlessly and effectively as they can, fudging the unimportant actions so they can breeze through the important ones with their stash of brownie points. In such a situation, you might find it even more frustrating as a GM, as you thorw more and more obstacles against them and they always manage to roll their way out of them. Are they really adding tension and complications, if the players just get out of them easily?

Taking the dice out of the hands of the GM can easily give the dice more power over the choices the GM has.


The GM doesn't want to let the character's succeed, so he keeps calling for additional rolls until they fail.

The player is doing something dangerous, and the GM doesn't want to kill them off outright, so he calls for a series of rolls until the character succeeds.

Perhaps your problem is how the dice are being used, not who is using them?
Dice can be used to add suspense and give a sense of risk management. In 100% verbal RP, if the player decides to take a risk and the GM just decides the outcome, the player can feel as if they never really had a chance, and there is less suspense.

If the GM gives a difficulty number and tells the stakes, the player has a good idea of exactly the risk he is taking, and what might happen if he fails. If he does get a negative consequence, the player knew the risk involved in taking the action and the GM isnt to blame- he just sets the stakes and difficulty. Ultimately its up to the player if he does the action- and he can never claim he didnt know the consequences or never had a chance.

Dice do NOT need to determine the overall successs of the players in achieving their primary objective (Save the princess, get the treasure, stop the war, etc). A success only means you suceed at the task at hand. Success leads to different results, not neccessarily better ones. If its the wrong task entirely success can actually make the players situation more difficult. Okay, so they succeed in breaking into the bank. You are now wanted criminals. Congratulations.

If you are having real problems with the dice, try thinking like this. A success means they suceed in getting themselves into further trouble. A failure means they take a penalty but reduce their trouble. Its a bit twisted, but it might give a different perspective.

I feel the best way to use dice is as a tool for the GM. They give the player a clear idea of what exactly is at stake, and remove the GM's liability if he makes something bad happen to the character. They shouldnt rule the GM. Nor should they determine the story- only the details.

Really though, making Live/Die rolls that he then has to fudge or saying "OK, you made it up the first ten feet, roll again." are just the hallmarks of a GM who doesnt understand what the dice are for. Doing it 10 feet at a time adds boredom, not suspense, and making rolls with stakes you dont want to enforce just cheapens the dice.

Those few times when the players pull off something really risky can add a lot to the game. But if they are just taking stupid risks, they will fail more often than not.

Bleh. What a rant. I actually wrote 3x that much and had to cut it down. I bet you probably knew all of that- you're just coming up with a new way to handle the problem. You're system will probably be really fun if you balance it right. Im just saying that the problems you state this system as addressing can be addressed in different fashions. It doesnt require a totally new approach. That doesnt mean a totally new approach doesnt make for something new and refreshing. I dont mean to stifle your creativity- just offer some different solutions to your stated problems.


Likewise, if the character fails, they can either take the results (possibly falling to their death), or they can create a complication. For example, if the character fails the climbing roll, they could state that the rock comes loose in their hand and clatters down the side of the wall (possibly alerting the guards). Then the GM and Player continue the conflict from this new point. Note the difference here. In the player's case, the rock actually falls. In the GM's case, the player is presented with a decision.

Now thats an idea i really like. Taking complications in order to ensure success. Ive actually been tossing around the idea of a diceless system that uses tokens to purchase a success, and complications or taking a failure* to buy more tokens. Although perhaps i am overly fond of diceless systems. Hah.

*On a mandatory action initiated by the GM, like being spotted by guards or dodging a blow- not a voluntary action like arguing with a street preacher or listening at a door.

rikiwarren's wrote:
Take our wall-climbing character. Imagine an experienced climber. The wall does not present a serious challenge. Instead, just after he reaches the halfway point, a teenage love-struck scullery maid appears at the top of the wall. She doesn't notice the climber, rather she stares dreamily off at the horizon, humming under her breath.

Now this is a good example. I like this. Its just the sort of thing the GM should do, i agree totally. But how does your system encourage this? I can see how it demphasizes the dice in the GM's descisions, but how does it encourage adding such complications other than to remove the GM's other options? Even then, what happens next? Do you roll to determine if the scullery maid sees the player, with the other players determining the difficulty? Because thats the conflict resolution system you currently have and it makes sense to resolve the conflict using that system. This doesnt encourage the trade-off sort of descisions you are implying at all. I dont think your system supports your design objectives.

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On 5/20/2006 at 8:27am, rikiwarren wrote:
RE: Re: Conflict Resolution System

Oscar wrote:

rikiwarren's wrote:
Take our wall-climbing character. Imagine an experienced climber. The wall does not present a serious challenge. Instead, just after he reaches the halfway point, a teenage love-struck scullery maid appears at the top of the wall. She doesn't notice the climber, rather she stares dreamily off at the horizon, humming under her breath.

Now this is a good example. I like this. Its just the sort of thing the GM should do, i agree totally. But how does your system encourage this? I can see how it demphasizes the dice in the GM's descisions, but how does it encourage adding such complications other than to remove the GM's other options? Even then, what happens next? Do you roll to determine if the scullery maid sees the player, with the other players determining the difficulty? Because thats the conflict resolution system you currently have and it makes sense to resolve the conflict using that system. This doesnt encourage the trade-off sort of descisions you are implying at all. I dont think your system supports your design objectives.


Most importantly, the player needs to decide whether he's going to kill the girl, try to sneak past her, try to wait her out, or whatever. Each option has potentially negative consequences, and opportunities for further complications to be added. Once the player decides on an action, then the GM will undoubtedly call for an additional roll.

You're right that this followup roll may be too easy. That would (of course) depend on the other players. Hmm. I may have to work up the system more and actually test it to see how it would work. My instinct is that players would keep things pretty difficult (to get more BPs), then spend the BPs like water at the climax. Which, I hope, would produce a steady downward spiral for the players, until the climax--when their luck would finally turn. Which is exactly the plot arc I'm trying to model.

I do think that, by eliminating the too-easy crutch of trying to build drama by stating hard difficulties, the GM must reach for more interesting techniques. Is that encouraging them? Maybe, in the same way a feeding tube encourages someone to eat. It may be to heavy handed. But I think I would find it freeing. One less thing for me to waste brain-cycles on.

I'm not saying that dice are always bad. But why do so many GMs get it wrong? I think I do a pretty good job of it (partially because I lay awake at night worrying about these things). But, even so. There are those moments in a game where a player fails a roll, and I feel my stomach clench. I know what should happen--usually a horribly sticky death, or at least a maiming. I know things have gone horribly wrong. I flinch and  scramble to try and avoid that fate. In some ways the ability to take control of failures (by creating complications that cause the conflict to evolve) is more important than the player-controlled difficulties.

I know there's a trend on Forge inspired games to discuss the consequences before rolling. That doesn't fit well with my style of gaming. It's an unwanted intrusion of extra mechanics into the flow of the story. The more I can remove the discussions of mechanics, the better. And 90% of the time it's not necessary. Unfortunately, I sometimes don't realize it is necessary until it's too late.

-Rich-

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On 5/20/2006 at 9:34am, Oscar Evans wrote:
RE: Re: Conflict Resolution System


Most importantly, the player needs to decide whether he's going to kill the girl, try to sneak past her, try to wait her out, or whatever. Each option has potentially negative consequences, and opportunities for further complications to be added. Once the player decides on an action, then the GM will undoubtedly call for an additional roll.


Which he will succeed if he feels its important, or fail if he sees it as a chance to take a loss to earn points. Im all for emphasizing player choice, but dont some of those options seem more dangerous or less likely to happen than others? I suppose one can just say that chances of success dont matter, only the players desire for the character to succed. That this is narrativism afterall and the actual chances matter less than a good story. One can also say that the more dangerous options are also the ones more likely to create negative consequences (Which will, themselves, be either an excuse to rack up the points or something to burn your brownies on).

Its sorta depressing, the idea that all the really good complications you wrack your brains coming up with that are the result of a long series of failures (And they CHOSE to fail, so its not bad luck) will just be steamrolled over by the players.


Which, I hope, would produce a steady downward spiral for the players, until the climax--when their luck would finally turn. Which is exactly the plot arc I'm trying to model.

Good! Phew. Reading your blog post i thought you were going for a greek tragedy where the players just get trashed to hell and die horribly! Hahaha. I agree, thats how it is in any good story. Not this slow climb up a scale of power but a gradual increase in tension until the final resolution.

You are right that your system will encourage that sort of saving up to the last moment (As long as it doesnt encourage the players to murder eachother). That is, If they players understand which are actually the important actions. But then if they dont understand which are important, i guess its fair that they be punished for it.

But why do so many GMs get it wrong?

I blame D&D! Hah. Its the old simulationist 'dice are king' hp and hit dice etc. Years of bad habits. Thankfully, i only ever played the red boxed set of 1st ed, and only once or twice when i was 6 or something. Then i played freeform systemless narrativism from that point on up until i was 13. Sure my games sucked. But i was prepubescent.


I think I do a pretty good job of it (partially because I lay awake at night worrying about these things). But, even so. There are those moments in a game where a player fails a roll, and I feel my stomach clench. I know what should happen--usually a horribly sticky death, or at least a maiming. I know things have gone horribly wrong. I flinch and  scramble to try and avoid that fate. In some ways the ability to take control of failures (by creating complications that cause the conflict to evolve) is more important than the player-controlled difficulties.

I admit, there was one point in the last game i played where the player could have blown himself to a million pieces while dismantling an enemy ship for salvage. Specifically, he decided it would be a good idea to remove the ships bomb from the firing mechanism and manually arm it, to destroy the parts of the ship he couldnt salvage. Luckily he did roll well and i didnt have to turn him into a cloud of red mist. Although honestly, i would have done it if he rolled low (Hey, it was pretty stupid and he knew what he was doing).


I know there's a trend on Forge inspired games to discuss the consequences before rolling. That doesn't fit well with my style of gaming. It's an unwanted intrusion of extra mechanics into the flow of the story. The more I can remove the discussions of mechanics, the better. And 90% of the time it's not necessary. Unfortunately, I sometimes don't realize it is necessary until it's too late.

Maybe you DONT need to discuss the consequences with the players before a roll. Besides, in most cases they are pretty obvious, as long as the player understands how deep the chasm is, how dangerous those snakes look, how spikey those spikes are or how big the orc is. Maybe you just need to discuss the consequences with yourself, and decide on appropriate outcomes.

Still. Im not trying to convince you to abandon your system. I was skeptical at first but i think you're refinining it nicely. It sounds like fun and if it suits your playstyle thats the important thing. All im trying to do is give you ideas on how to resolve your major gripe about GM-controlled fortune-based outcome resolution systems.

Oh well. Hope ive had something to say that helped. Its been a really interesting discussion.

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On 5/22/2006 at 9:49am, rikiwarren wrote:
RE: Re: Conflict Resolution System

Oscar wrote:

Maybe you DONT need to discuss the consequences with the players before a roll. Besides, in most cases they are pretty obvious, as long as the player understands how deep the chasm is, how dangerous those snakes look, how spikey those spikes are or how big the orc is. Maybe you just need to discuss the consequences with yourself, and decide on appropriate outcomes.


I think this sums up my feelings exactly. I do try to let the players know when I think they don't see the things the same way I do ("Let's see. You're character has worked as a warp-core engineer for 4 years? Oh, 5. Well, you think overriding the safety protocols are a very bad idea. If you don't align the injection coil perfectly (4 successes) you may scatter your atoms over 10,000 different dimensions.")

I get in trouble when I take it for granted that the character will succeed, but still call for a roll anyway. "Oh, what are the odds that the professional juggler won't catch the live bomb as it slides off the end of the table."

One of the things I like about letting players evolve the conflict on failed rolls, is that I don't have to establish the stakes as cleanly before the roll.

(engineering example)

Bob: "Ok, I deactivate the safety protocols and try to align the injection coils by hand."
Me: "Ok, roll."
Bob: "Oops..."
John: "What do you mean, Oops."
Me: "Ok, the ship expl--"
Bob: "Wait! There's a sudden flash from my console. I'm tossed backwards as main power shorts itself out."
Me: "Ooh, cool. OK, John. The last you saw, the two pirates were turning around, coming back for another pass. Then suddenly the bridge goes dark. Secondary power kicks in, washing the bridge in red light. Weapons, shields and sensors are still down."
John: "Engineering, I need power back. Now!."
Bob: "Working on it, Captian." (turns to me) How bad is it?
Me: "A couple hours work, minimum."
Bob: "Captian, we might want to prepare to be boarded."
...


Still. Im not trying to convince you to abandon your system. I was skeptical at first but i think you're refinining it nicely. It sounds like fun and if it suits your playstyle thats the important thing. All im trying to do is give you ideas on how to resolve your major gripe about GM-controlled fortune-based outcome resolution systems.

Oh well. Hope ive had something to say that helped. Its been a really interesting discussion.


You've given me a lot to think about. Thanks. I think its to the point where I need to flesh out the rest of the system and give it a try. See what actually happens with real players.  It definitely won't be for everyone. But that's OK.

One last question. Lets assume letting the players set the difficulty number works well for unopposed rolls. What about opposed rolls? One option would be to make all rolls just player Vs. difficulty (e.g. the way Buffy the Vampire Slayer works). But then, major NPCs should start at a higher baseline than other characters. Maybe the GM can set a number of successes needed (for any conflict) and assign bonus dice (for good roleplaying, etc). The other players each have one turn to chime in. And (finally) the player can spend any BPs before rolling. Most actions (including facing unopposed characters) would require just a single success. Only major conflicts require multiple successes.

Another option would be to have major NPCs use opposed rolls (with or without letting other players chime in and increase the rolling-player's difficulty).

-Rich-

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