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Topic: Extended Contests - Mining HQs Narrativist core
Started by: Web_Weaver
Started on: 9/12/2006
Board: HeroQuest


On 9/12/2006 at 6:06pm, Web_Weaver wrote:
Extended Contests - Mining HQs Narrativist core

There have been many discussions here that have focused on utilising HeroQuest for a narrativist agenda, and many have expoused the view that the best way to facilitate this is by concentrating on the Simple Contest.

Now I know that few, if any, have advocated never using extended contests, but it seems to me that any de-emphasis of the extended contest is potentially detrimental.

Let me list the benefits that I feel Extended Contests bring to the table:

Narrative Detail
Extended Contests allow a mechanically enforced method of negotiating story elements within a contest. If a player or narrator identifies a conflict for a character but wants more from the system than the eight or nine possible outcomes, an Extended Contest can provide this. It provides narrative detail (not to be confused with narrativist) for the contest.

Multiple Goals
Group Extended Contests can allow many conflicting goals to be contested at the same time. It allows for "orthogonal contests", where two or more conflicts have an effect on each other without direct opposition, as well as far more complex situations, including unusual goals, the entry or drop out of participants and shifting alliances, in fact, any imagined contest can be handled so long as goals can be identified.

Emergent Goals
Extended Contests allow goals to shift during the contest. What may have seemed a straightforward conflict can mutate and shift under the players'  feet (narrator included) based solely on decisions within the contest. This emergent story quality of Extended Contests is precisely the stuff of Narrativist play.

Tactical Story
Extended contests are the only element of HeroQuest that encourage tactical play. Far from this working against him, this can prove to be a narrativist's greatest asset. If everyone focuses on the conflict, then the tactics are mainly thematic or story-based, as the player is forced to confront how much his character wants the goal and what he is prepared to risk in achieving it. The tactical element, the AP bid, and the resultant die roll all support and enhance the story.

In summary, in extended contests, we find a taste of the sought after elixir of narrativist game design: the mechanics help to tell the story.

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On 9/12/2006 at 6:23pm, Vaxalon wrote:
Re: Extended Contests - Mining HQs Narrativist core

I haven't seen extended contests do anything that a string of simple contests couldn't do with (imho) less overhead.

A string of simple contests brings more narrative detail because each one has to be explicitly staked and narrated, so there's less temptation to just play the numbers.

A string of simple contests allows for orthogonal goals to be pursued in separate conflicts.

A string of simple contests allows for emergent goals.

Others have spoken to extended contest tactics, I won't go into them here, except to say that I see no connection between "tactics that represent how much I want to win" and "tactics that actually help me win".

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On 9/13/2006 at 8:40am, sebastianz wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

Hi, Jamie.

As I see it, the advice to stick mostly with simple contests is for "beginners", people who switch over to Heroquest from other systems. An EC is for dramatic and important conflicts. In many systems, combat is the most emphasized part. So the assumption is, that all combat should be handled via an EC. And suddenly you play your old game just with new rules. Therefore one should not use too many ECs and especially not for combat, simply to break old habits. The rulebook does not help in this regard, as the language it uses is geared towards combat. Rather than being detrimental to narrativist play, the de-emphasis of the EC is meant to enable "newbies" to play narrativist. They are to get their head free of all the ballast.

Narrative Detail
Extended Contests allow a mechanically enforced method of negotiating story elements within a contest. If a player or narrator identifies a conflict for a character but wants more from the system than the eight or nine possible outcomes, an Extended Contest can provide this. It provides narrative detail (not to be confused with narrativist) for the contest.

I am not sure if I understand you here. Do you mean that an EC calls for more detail of narration because it goes action by action? I mean, that is what an EC is for. Putting emphasis on the "How" you reach (or not) your goal. But I have no idea what you mean with "...more from the system than the eight or nine possible outcomes,...". An EC gives the same categories of success than a simple contest. The difference is that an EC tells us how you achieve that goal while a simple contest does not. Is that what you mean?

Emergent Goals
Extended Contests allow goals to shift during the contest. What may have seemed a straightforward conflict can mutate and shift under the players'  feet (narrator included) based solely on decisions within the contest. This emergent story quality of Extended Contests is precisely the stuff of Narrativist play.

I agree but want to put a different emphasis. For a narrativist creative agenda it is completely unimportant whether you use a simple or extended contest. It is about addressing premise. But address of premise usually happens before any contest. A contest may result from that decision, but there is no need for that. An example: Your clan has a tradition to keep thralls. For some reason the character has a differing opinion. Now, some captives could be taken as thralls. How does the character behave? What do you, as a player, want to express in that situation? The character could be quiet. He could try to persuade his clanmates to let these new guys go. Or to abandon the practice of slavery alltogether. Whatever you let the character do, you address premise. But if the character stays quiet, there probably won't be any contest. And even if there is a contest, it is a result of addressing premise, but it is not address of premise in itself.
That aside, an EC has the potential to up the stakes. From peaceful persuasion to unveiled threats as the means of achieving your goal. And this upping of the stakes is the result of wheighing your answer. You show how much something is worth for the character. That happens in reaction to the events of an EC. While you can cover all this through augments in a simple contest, you might just have not thought about it. But as the goal stays the same, you cannot go for another contest (usually). Of course, you can trade augments between contestants before rolling. This extending of a simple contest can allow for the same. But an EC also allows the change of the main ability thus giving different odds for success, and therefore giving a bigger incentive to risk more. And lastly, this can result in a change of the goal. For this, the EC gives a unique framework, which emphasizes the how a character does something. You can describe all you want in a simple contest, but only the EC gives mechanical support.
I think this is what you mean in your last point about tactical play. But note: If what I say above, that the address of premise lies before the contest, is correct than it does not matter for a narrativist agenda, whether you win the contest or not. You have made your statement. And if you lose, that only gives further engagement with the premise, so it could be preferable to winning from a narrativist viewpoint. Of course, there will be contests you do not want to lose. That is what HPs are for. Or even the "no self-respecting hero" clause. But, if it is not important whether you win or lose, you may just as well play the game hard, look for augments and additional boni.

Hi, Fred.

Could you give an example for a string of simple contests which replaces an EC? I have some difficulty imagining how that works.

Sebastian.

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On 9/13/2006 at 11:32am, Vaxalon wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

http://www.indie-rpgs.com/forum/index.php?topic=20061.0

Forge Reference Links:
Topic 20061

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On 9/13/2006 at 11:49am, Lamorak33 wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

Hi

I am broadly in agreement with Jamie on this one. I have seen over use of the simple contest, and it does not recommend the system. My view is that the contests should be used as described in the rules, and that is that they should follow the dramatic logic of movies.

Personally, I probably over used the extended contest, especially for combat. My group had a large difference between who was good, or bad in a fight. I liked having situations where some players were out of their depth and this put pressure on the 'fighters' to help them out by dispatching their foes quickly. Also, some player could be wonderfully creative in using non combat abilities to shift the focus of the conflict/ combat on their turn.

This, I found, works quite well as long as you don't over use combats. We would have some kind of melee every other week on average.

Regards
Rob

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On 9/13/2006 at 12:55pm, Vaxalon wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

Robert, what do you see as the advantages of extended contests?

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On 9/13/2006 at 7:02pm, Web_Weaver wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

Hi Sebastian

sebastianz wrote:
As I see it, the advice to stick mostly with simple contests is for "beginners"...


I agree with you whole heartedly; it is a good way to cut down on combat/task focused play if one is switching from a more traditional game. I just feel that as a beginners strategy it can take away the heart of HQ and leave a potentially uninspiring game. As someone who went through the HQ learning curve, I found Extended Contests to be the most rewarding and eye-opening element of HQ, and as such the most instructive.


The difference is that an EC tells us how you achieve that goal while a simple contest does not. Is that what you mean?


Yes, but in spades. Once you "get" the focus on goals and conflicts, and the "why" of them (or how they address premise as you put it), they give a granularity to the process, and they force questions to be asked.

For instance, persuading the Tribal Moot not to wage war on the neighbouring clan can become a back and forth multi-party discussion, complete with skills, relationships and flaws. This is much more satisfactory than a quick list of augments and being left to narrate an outcome that fits the 'shades of grey' dice roll mechanic that simple contests offer.

To rephrase: I use the individual elements in an extended contest to provide the narration, and use the overall outcome to provide the ramifications or fallout. Simple contests only really provide the fallout, and the narration has to be worked around this.


For a narrativist creative agenda it is completely unimportant whether you use a simple or extended contest. It is about addressing premise.


You follow this with lots of great advice, and I agree with you, ones choice of technique when handling contests is not the important thing for defining ones agenda. However, Extended Contests have had a bit of a raw deal in these forums, and I wanted to remind everyone that they can also support a Narrativist Agenda.


You can describe all you want in a simple contest, but only the EC gives mechanical support.


Precisely, and I would argue that this mechanical support for such issues of stakes, shifting goals and changing tack, can make for a much more satisfying game.


I think this is what you mean in your last point about tactical play. But note: If what I say above, that the address of premise lies before the contest, is correct than it does not matter for a narrativist agenda, whether you win the contest or not.


Indeed, I feel that the tactical element is well suited to those times when the players do want to win. This in itself is neither bad nor not proper narrativist play (in moderation), it is just a natural consequence of player goals matching character goals. The important thing is that anyone embarking upon an extended contest may have to put things at risk and confront the possibility of surprise or dramatic cost.

I think this prospect of playing-to-win is why many are dubious about extended contests, but they can be used in just the same way as simple contests, to highten drama and provide further conflict, both within the bounds of the extended contest and afterwards.

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On 9/13/2006 at 7:15pm, Web_Weaver wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

Hi Rob.

Vaxalon wrote:
I haven't seen extended contests do anything that a string of simple contests couldn't do with (imho) less overhead.


I have, with extended contests one can perform very subtle tricks, as well as work through less concrete conflicts. I also, have never seen any game deal with orthogonal conflict or multi-goal conflicts in a satisfactory way by splitting them into single conflicts. One needs a more fluid solution sometimes.

But I don't want the thread to go down the "this way is best" route.

Your point is well made that many things can be handled by stringing simple contests, and the book gives this advice also. I use this technique when Extended Contests are not required, but I reach for my pile of cards (the simple way of doing extended contests as described in HW) when we want to get to the heart of the contest, and explore it fully.

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On 9/13/2006 at 7:21pm, Web_Weaver wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

Sorry last post should be aimmed at Vaxalon.

And I will add that if the mechanics fit the situation then use them, if they don't, and cannot be moulded to do so then don't use them.

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On 9/13/2006 at 9:07pm, Melinglor wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

Quick side question, what's the deal with the cards? I'm not familiar with Hero Wars. . .is the card thing a different EC mechanic, or a method for reducing handling time on an EC? Either way, I'd be interested in learning aboutit as a potentially useful tool.

Also, Fred, this seems like as good a place as any to ask: How do you intend to address the EC issue in our Tuesday IRC game, officially? Have you definitely decided to go with the "Stringing contests" alternative, as outlined in the linked thread, or is that still up in the air? (Actually, it occurs to me that some chains of events in recent sessions could be thought of as using that system, though unannounced.) Personally, I'd like to try ECs myself, to get a handle on 'em and see if they work for me. But whatever you wana do, that's cool.

Peace,
-Joel

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On 9/13/2006 at 9:52pm, Web_Weaver wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

Hi Rob, (correctly this time)

Lamorak33 wrote:
My view is that the contests should be used as described in the rules, and that is that they should follow the dramatic logic of movies.

Personally, I probably over used the extended contest, especially for combat.


I agree with both points but as a side point I was thinking about the movie analogy. Extended Contests are ideal for pacing. Certain scenes will emerge in any story where you want to feel the atmosphere and explore the nuances of the scene as well as add meaning to the contest.

Films are often used as an example of such pacing, but unfortunately movies in the last 20 years have become obsessed with fast pacing and a stripped down dialogue that only serves to drive the narrative forward. This may serve as a good model for games that get bogged down or drag, but for those that already utilise scene framing and other pace enhancing techniques, novels are probably a better model. I personally prefer a little less pace and a little more enjoyment of the scenery.

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On 9/14/2006 at 12:07pm, Lamorak33 wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

Hi

Vaxalon wrote:
Robert, what do you see as the advantages of extended contests?


Well, I don't think it is that extended contests are intrinsically superior to simple contests. Its all rooted in the story and the drama really, as far as I am concerned. As per the rules, if its simple task resolution then I defer to the simple contest, or if it is a contest that doesn't seem worth taking the time to work out with an extended contest. Thus for me the default is the EC, with the simple contest as a very useful game tool to move the game forward quickly when required or desirable. If you know what I mean.

Regards
Rob

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On 9/14/2006 at 12:12pm, Lamorak33 wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

Web_Weaver wrote:

I agree with both points but as a side point I was thinking about the movie analogy. Extended Contests are ideal for pacing. Certain scenes will emerge in any story where you want to feel the atmosphere and explore the nuances of the scene as well as add meaning to the contest.

Films are often used as an example of such pacing, but unfortunately movies in the last 20 years have become obsessed with fast pacing and a stripped down dialogue that only serves to drive the narrative forward. This may serve as a good model for games that get bogged down or drag, but for those that already utilise scene framing and other pace enhancing techniques, novels are probably a better model. I personally prefer a little less pace and a little more enjoyment of the scenery.



I disagree. In a film the hero either knocks out the 'mooks' or has a stand up bar room brawl/ battle on Amon Hen, or wherever and it runs for ages! Just like (potentialy) the extended contest does. In fact I always use the battle between Aragorn and Lurtz from the first Lord of the Rings movie as an example of an extended contest. Aragorn is still in the fight (low on AP's) but comes back to drive Lurtz to a complete defeat (head cut off). A few minutes later he runs off with Gimli and Legolas, looking the not so worse for wear 'Lets hunt some Orc.' Realistic? Probably not, but then I never got into roleplaying for realism! Thats all really,

Regards
Rob

Regards
Rob

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On 9/14/2006 at 12:17pm, Lamorak33 wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

Hi

sebastianz wrote:

I agree but want to put a different emphasis. For a narrativist creative agenda it is completely unimportant whether you use a simple or extended contest. It is about addressing premise. But address of premise usually happens before any contest.



I wouldn't disagree, but in Heroquest the address of premise can be an active companent in a contest, particularly in EC that are not combat oriented. Its the enumeration of narratavist elements (such as character relationships) that makes Heroquest such a powerful facilitator of narratavist play.

Regards
Rob

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On 9/14/2006 at 12:34pm, Web_Weaver wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

Lamorak33 wrote: quote]
I disagree. In a film...


Don't get me wrong, film scenes are a good way of thinking of extended contests, I was making a side point: I am wary of copying movie pacing in long campaigns.
It makes perfect sense to view AP transfers as the equivalent of dramatic shifts in film scenes, and as you pointed out, the rules encourage this view, and I believe they were designed with this mode in mind.


I never got into roleplaying for realism!


Absolutely. I am amazed how many films and TV shows can be analysed as HQ contests. Mainly because back in RQ days it was near impossible to convert cool movie stuff into the gritty task orientated 'realism' of the system.

Its just a different kind of realism: dramatic realism perhaps.

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On 9/14/2006 at 1:05pm, Web_Weaver wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

Lamorak33 wrote:
In Heroquest the address of premise can be an active companent in a contest, particularly in EC that are not combat oriented. Its the enumeration of narratavist elements (such as character relationships) that makes Heroquest such a powerful facilitator of narratavist play.


Yes, yes and yes. In my first post I edited out most of this sentence but it applies here:

My wrote:
The contest also encourages qualitative and quantitative decision making, as the player is forced to confront how much his character wants the goal and what he is prepared to risk in achieving it.


You are correct that the relationships and character traits that really hit home here, but also HQ Keywords are a direct nod to premise, as they ground the character, providing background themes of clan, family, homeland and profession. The stated goal on the char sheet also ticks the premise box (We enumerate three of these for each player), leaving only overt themes for the campaign to be provided. (Ideally goals would be consistant with overt themes or extrapolated from them.)

From that furtile bed, all one has to do is throw these elements into an extended contest, sit back and watch the story develop.

It is especially potent when augments within an extended contest are considered as risk, to use my earlier analogy of a tribal moot, if a player wants to use his character's relationship to his family to augment, then I would assign added APs and make it clear that by talking on their behalf he runs the risk of contradiction or hurt feelings. In this way the family background of the character is introduced directly into the narrative hand in hand with the mechanical effect.

If the mechanics can be shaped by the story and vice versa then this perfectly facilitates the agenda.

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On 9/14/2006 at 1:12pm, Vaxalon wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

Lamorak33 wrote:
Vaxalon wrote:
Robert, what do you see as the advantages of extended contests?

Well, I don't think it is that extended contests are intrinsically superior to simple contests. Its all rooted in the story and the drama really, as far as I am concerned. As per the rules, if its simple task resolution then I defer to the simple contest, or if it is a contest that doesn't seem worth taking the time to work out with an extended contest. Thus for me the default is the EC, with the simple contest as a very useful game tool to move the game forward quickly when required or desirable. If you know what I mean.


I find that simple conflict resolution in HQ has a moderate amount of handling time... it's not quick, but it's reasonable, and it has the right amount of granularity.  If I want to make a fight into a Big Deal, I can pull elements out and resolve them as individual simple conflicts, all of which can drive augments into the final "Who wins?" resolution.

I find this a far more flexible and dramatic system than EC's.

What you seem to be saying, here, is that you don't find EC's to be any better, you just use them because... you use them.

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On 9/14/2006 at 1:28pm, Web_Weaver wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

Melinglor wrote:
Quick side question, what's the deal with the cards? I'm not familiar with Hero Wars. . .is the card thing a different EC mechanic, or a method for reducing handling time on an EC? Either way, I'd be interested in learning about it as a potentially useful tool.


Its a a method for reducing handling time.
Sorry for delay on reply here, had to dig out HW for the quote:

wrote:
You may find it helpful to keep a pile of scrap index cards on hand. During any group contest, write each participant's name on a separate card. At the beginning of each round, arrange the pile of cards according to that round's order of action, so you can just look at your stack of cards to remind yourself who's up next.


I do the above and list on them current APs and notes on their current goal and relevent skills used. You then place them all in action order (usually AP order but can vary as per the rules), and run through them from top to bottom adjusting the AP and notes as you go. It is very quick and intuitive once you get into the flow.

I stack them a little like air traffic control stacks, with all names and APs showing at all times, so AP exchanges are made easy. I also prepare some contests in this way, although preparation is a little contrary to my style as player actions tend to dictate scenes.

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On 9/14/2006 at 10:34pm, Lamorak33 wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

Hi

Vaxalon wrote:

I find that simple conflict resolution in HQ has a moderate amount of handling time... it's not quick, but it's reasonable, and it has the right amount of granularity.  If I want to make a fight into a Big Deal, I can pull elements out and resolve them as individual simple conflicts, all of which can drive augments into the final "Who wins?" resolution.

I find this a far more flexible and dramatic system than EC's.

What you seem to be saying, here, is that you don't find EC's to be any better, you just use them because... you use them.


What I am saying is that I like Extended Contests because they take a certain amount of "to'ing and fro'ing" between contest participants that I enjoy, if that  "to'ing and fro'ing" is right for that scene, and its not all about melee, though it is always (of course) about conflict.

An interesting aside is that as a GM I have on occassion declared an extended contest and had the players say "Wouldn't that be better as a simple contest?" On those occasions I deferred to the players. Converesly was a player in a game the other night involved in a simple contest that I think would have been better done as an Extended Contest.

Regards
Rob

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On 9/15/2006 at 10:47am, Vaxalon wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

A string of simple contests has "to-ing and fro-ing" too, in fact moreso because it doesn't have a simple optimal strategy.

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On 9/15/2006 at 8:20pm, Mike Holmes wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

I don't think that Rob was saying that EC are neccessarily better than the method in question, Fred. Simply that they work fine.

I think that ECs are, in fact, a series of simple contests, with some extra rules added on to ensure that the goal is eventually achieved and the contest doesn't go on interminably.

Could it be better? Yeah. But I don't see anything wrong with them as they stand.

Mike

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On 9/16/2006 at 12:10pm, Ian Cooper wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

(Note I'm not using conflict in the specific sense of conflict resolution here, but the broader sense of opposed goals)

One thing to note on the simple vs. extended debate is that simple contests between evenly matched opponents tend to result in a minor victory or defeat. If you want to be sure of getting a complete defeat or victory you need to go to an extended contest. Why does this matter? Because it means that when you want to run the big takedown on the villain you may want to use an extended contest, because it is most likely to allow us to resolve the conflict permanently. In game when you default to running as simple contests you get a pattern of a set of minor victories or defeats over a specific aspects of a conflict. When player frustration builds they tend to plot to 'end this once and for all' and then you bring in the extended contest. By now hopefully everyone wants to savour the big takedown.

So the engine naturally mimics the usual pacing of stories. Stick with simple contests until its time to end that conflict when you bring in the extended contest climax.

The difficult usually comes when a simple contest produces a complete defeat too early and there is a dissatisfaction with the way that the conflict ended with a whimper and not a bang. Because this tends to be forced by hero points though, it often means the player was bored with the conflict and is using hero points to bring it to an early end. The natural 1 vs 20 roll is rare enough that it shouldn't phase on this.

I can probably give some Actual Play if it would help, but I'm stuck for time this weekend.

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On 9/16/2006 at 2:19pm, Web_Weaver wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core


I am stepping in with "my thread authority" here to try and bring some structure to a discussion I think can be productive. I'm not comfortable pulling rank here, but I feel it is needed before the thread degenerates. I am thankful for ALL contributions so far, but I am keen to halt any potential entrenched arguments.

In short, If people want to have an Extended v Simple debate please open a new thread.

The thrust of this thread is, for me and my group, Extended Contests are the best option in certain situations. And that far from detracting from the narrativist agenda of my game, I feel that they enhance it.

I am happy for us to talk about those situations where they have worked or not, pull in actual examples, and even analyse if they would work as linked simple contests, either equally or better. So, lets get specific and productive.

Some questions to participants so far:

Vaxalon (not sure what your real name is sorry, is it Fred?): Can you provide an example of play where you handled a complex scene with chained simple contests so that we can examine which elements of play would be emphasised with each technique? Not too much detail, as that can be hard to produce on demand, just an overview of the contest and goals, the thrust of the narrative through the contest and the resolution. Please see this request for what it is, genuine enquiry, not an opportunity to snipe at your chosen methods.

Also, I think this quote may indicate where we differ in style:

Vaxalon wrote:
A string of simple contests has "to-ing and fro-ing" too, in fact more so because it doesn't have a simple optimal strategy.


I certainly do not present extended contests as having an optimal strategy, the narrator has a lot of leeway within the contest to introduce elements and provide situation and goal changes, I find these helpful in stopping the contest becoming ritual mathematics. If your experience has been the latter then you may have dismissed the technique without good examples of play. For a narrativist agenda to really take hold, one needs to be able to map the mechanics onto the actions in the conflict. Or to put it another way, the dice must have dramatic meaning if they are to tell the story. You obviously find this easy in strung together simple contests, but the same can hold true in extended contests, its just a different skill.

Ian Cooper: Am I correct in assuming that your agenda is a more traditional one. That when you narrate, you provide a co-ordinated opposition for the players to overcome? Your comments are valid and would perfectly represent how one of the other narrators in our group handles extended contests, but curiously, despite your agreeing with me in principle I don't see much common ground in our styles of play. I am still interested in any actual examples though as they may help clarify the issue.

Rob: I am interested in your aside:

An interesting aside is that as a GM I have on occassion declared an extended contest and had the players say "Wouldn't that be better as a simple contest?" On those occasions I deferred to the players.


Could you expand on the details here, specifically what the contest was and what the players reasons where. I agree that it should be open to discussion as to which style of conflict is used, if the players are not invested in the extended contest then they will not usually work well. I will provide an example where this happened to me in my next post.

I also get the impression that far from "using them because you do" that you use extended contests because they offer somthing to your game, can you define what it is that you feel they offer? I know you have been asked a similar question before but I am interested in the answer here.

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On 9/16/2006 at 2:34pm, Lamorak33 wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

Hi

Web_Weaver wrote:
I am interested in your aside:

An interesting aside is that as a GM I have on occasion declared an extended contest and had the players say "Wouldn't that be better as a simple contest?" On those occasions I deferred to the players.


Could you expand on the details here, specifically what the contest was and what the players reasons where. I agree that it should be open to discussion as to which style of conflict is used, if the players are not invested in the extended contest then they will not usually work well. I will provide an example where this happened to me in my next post.

I also get the impression that far from "using them because you do" that you use extended contests because they offer something to your game, can you define what it is that you feel they offer? I know you have been asked a similar question before but I am interested in the answer here.



One situation that springs to mind is a combat situation. The opponents were simple guards (mooks if you like) and they were confronted by the best fighters in our game at the time (Arya Twinblades and Olend. Arya had extreme skill, extreme weapons and a player who had a knack of rolling great dice at importantmoments). I wanted to see if they could take the guards out before they raised the alarm. Hence the extended contest notion. I was going to give them a 3 rounds of fighting before the alarm was raised. The players just said they thought that they didn't feel the situation merited an extended contest, so I certainly wasn't going to enforce one. The interesting thing was that Arya was about to meet the evil wizard who had kept her and her twin prisoner since the invasion of their land years previous. Arya had managed to escape and become a player character!! Her goal of course was to rescue her sister).

What do EC's add? Drama, pure and simple. Extended drama. I am not fond of this notion of running consecutive simple contests. If its what I think it is then my opinion is that its clunky and not the least bit elegant. Also, Ian is spot on when he says that sometimes you want a decisive end to the contest which is just not possible with SC's.

Regards
Rob

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On 9/16/2006 at 2:46pm, Web_Weaver wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

An example where an Extended Contest failed for me and my group.

In the early days of playing HW I was still climbing the learning curve, and back then I felt that the main advantage of extended contests was that you could portray non-combat scenes in a similar way to combat. This really did not suit my overall agenda, which was proto-narrativist without having any idea what that meant.

I decided that I should reserve Extended Contests for contests I felt were important to the game, and would endeavour to have at least one per session. One week a debate/interrogation of a prominent NPC with an opposing hidden agenda to the players was deemed to be this weeks 'big thing'.

The players seemed un-convinced that this was suitable for an extended contest, but I pitched it as an opportunity to expore how the system worked in these instances and we started calculating opening skills. The first oversight was not bothering to analyse the goals aside from "we try and convince the NPC to tell us what we need to know". So, in our rush to the mechanics we were already somewhat task orientated. Next, a debate ensued, and we tried our hardest to frame what was effectively an "in character" debate into AP bids and die roll outcomes. This was where we made our second mistake, we didn't really tie the dice outcomes back into the conversation, it was effectively two concurrent activities. A mathematical / mechanical contest, and an in character discussion.

Not surprisingly, one of the activities came to a natural end before the other. The players had deduced the information from the NPCs reluctance to discuss certain elements, well before the EC had worked its way through. We ditched the contest, and I was left wondering what had gone wrong.

It took many months and discovering the forge for me to learn the lessons from this, but the lessons were:

Don't decide unilaterally on extended contests.
Don't force extended conflicts for pacing reasons alone.
Make sure that goals are clearly defined as meaningful conflict, especially before an extended contest.
Be mindful of changing the goals or the situation if the contest begins to become abstract.
Discuss the meaning of the contest with the players throughout, prompt them to change goals if required.
Make sure that the actions in the contest map to the mechanics with dramatic meaning, not as a gauge of who is winning.
Ensure that all dice rolls have impact and import to the conflict.

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On 9/16/2006 at 3:11pm, Web_Weaver wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

Lamorak33 wrote:
One situation that springs to mind is a combat situation. ... I was going to give them a 3 rounds of fighting before the alarm was raised.


Getting past guards is such a classic example that you could probably find hundreds of discussions of this on the web.
In this instance it seems the players were right, based on the mechanical way you framed the contest. Infact, linked simple contests would be ideal here. You would roll for the "Get past the guards without raising the alarm" conflict and then apply the appropriate modifiers from the contest consequences table to the next conflict.

If, however you had pitched the whole thing as an extended contest with the initial goal of "rescue Anya'a sister with stealth" then the get past the guards roll could have been a perfectly framed opening exchange. And, you could have focused on the "at what cost" or the "how far are we prepared to go" angle to stay focused on the dramatic meaning.


What do EC's add? Drama, pure and simple. Extended drama. I am not fond of this notion of running consecutive simple contests. If its what I think it is then my opinion is that its clunky and not the least bit elegant. Also, Ian is spot on when he says that sometimes you want a decisive end to the contest which is just not possible with SC's.


I agree (unsurprisingly), one can maintain a clear focus on the dramatic import of the contest, and its clear resolution, by utilising ECs. By dividing it up into smaller contests it can become both artificial and less focused on resolution. But, I am drifting into "which is best" without specific examples so I will slap my own wrist and stop here, as I do use linked simple contests for some things.

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On 9/16/2006 at 4:18pm, Web_Weaver wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

An early example of where extended contests worked well for me.

As an addition to my above actual play example I will detail the very next extended contest in my game, as it also helped me in the HW/HQ learning curve and highlights other aspects of their use.

One of the players had taken it upon himself to fight against an animist weather front, simply because it wasn't theist like his character. I decided the storm was actually a part of a ritual, and ensured that a local village witnessed the conflict, and in the course of the story the character became engaged in a staring contest with an NC from the fishing village which had just had its rituals disrupted.

The player in question took on the contest as a "step up" moment, where he could make himself look good to the group, as he was a relatively new player. (Some alarm bells may be ringing here for theorists.)

For me on the other hand, it presented an opportunity to emphasise differing religious outlooks between players. How this conflict differed from the previous one was mainly in me being prepared to go with the flow, and also my being active in shifting and expanding the conflict to highlight the drama.

The contest started innocently and with little real conflict implied, I narrated that the village champion was unimpressed by the newcomers and was staring at the most obvious fighter in the party. The player took up the gauntlet and started a contest, and I decided as before that this would be the weeks "big thing". Initial exchanges were straight forward with the goal from the player "I will stare him down". My proposition that this should be an extended contest was welcomed by the player in question but another player had some concerns as he couldn't see how other players could be involved.

I was careful to both illicit responses from other players and tie in their actions into the contest and the conflict rapidly escalated. It was always a "who will blink first" contest, but the actual actions in the round were focused on character traits, relationships and, as the contest stepped up, magical reserves. The battle of wills eventually transmuted into a magical battle with weather changes such as darkening clouds and rising winds, surrounding the two contestants, as well as other players augmenting various sides (depending on character outlook). The first to blink was the champion of the village, and the resulting major victory was narrated as a theist downpour of rain totally ruining the planned animist ceremony. The fallout was that two of the players took on opposing attitudes to storms as character skills, and the village both chastised their champion and framed the player characters as rivals who were ejected from the village.

Again I could not fully analyse what had happened at the time, and why this contest had worked where the first had failed, but now I can look back and see these lessons:

I didn't get distracted by the initial skills used, and allowed a dramatic escalation based on shifting goals (despite it appearing static).
At all times I kept focused on how the contest effected the overall dramatic situation in the village, narrating the villagers reactions.
I used the weather analogy as a focus to represent current AP totals, giving a clear story value to the mechanics.
I encouraged the other players reactions as leads into the conflict, both as augments and specific AP bids.
I embraced player character conflicts as a functional offshoot of the contest.
I was careful to make sure the players understood the ramifications and meaning of the conflict as it escalated.

Unfortunately I was too slow in learning all of the lessons from this, and we struggled on, sometimes getting the choice of EC / SC spot on and other times missing badly. A regrettable fallout was the eventual dropping out of the newest player due to major clashes of agenda. But hey, I didn't even understand what my agenda was and neither did he or the other players, so I look back on it as a learning experience.

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On 9/18/2006 at 11:25am, Vaxalon wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

I am completely baffled by the last few posts.  I really have no idea how to respond; it's so far outside my own experience that I can just say, "Hunh" and stock it up to "different strokes for different folks".

As I have said before, I'm going to record my method of doing complex conflicts so that you can see what I'm talking about.

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On 9/18/2006 at 6:23pm, Web_Weaver wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

Vaxalon wrote:
I am completely baffled by the last few posts...
As I have said before, I'm going to record my method of doing complex conflicts so that you can see what I'm talking about.


That's cool, if my examples seem strange it is probably in their presentation, the actual mechanics were identical to the book, I was attempting to highlight the actual thinking and dramatic play within the contests, as well as how I presented them at the time. I know from various threads that my style is different from some, but its not in a different ball park, honest. Besides, I would do both very differently now, the examples are over three years ago.

I am interested to see your examples, mainly because in my current game I haven't used any extended contests yet (two sessions) and therefore can't provide any recent examples myself to work through in terms of mechanics.

In a recent "big fight" I used linked simple contests as a waiting mechanism until the players understood what I was looking for, an actual dramatic conflict, and I was then able to resolve the whole thing with a simple contest. I am still in the process of explaining my agenda to my players, and they are on a learning curve of their own, and the last thing I want to do is come on strong with theory. Patience, scene framing, goal mechanics and one eye on reward mechanisms is my chosen method.

If you can provide an example with some basic maths (modifiers applied from one simple contest to another), we may be able to grapple with the mappability of system and drama.

If anyone else can detail a conflict that suited an extended contest with some vague figures and the concurrent dramatic detail that would be cool too.

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On 9/19/2006 at 7:05pm, Vaxalon wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

http://www.indie-rpgs.com/forum/index.php?topic=20061.0

http://games.spaceanddeath.com/yudhishthirasdice/55  (scroll down to item 4)

This should give you a basic idea of what I do.

Forge Reference Links:
Topic 20061

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On 9/20/2006 at 6:33pm, Web_Weaver wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

My concern with this system is that it sounds like a sequence of task resolutions with an overall goal that may or may not be conflict resolution.

Maybe if we work on a situation for for a point of reference.

Joe wants to sing a heroic song about his exploits at the next tribal moot in order to impress Hargar, the Father of his sweetheart.

As a simple contest this would be a straight forward Sing skill (+ bonuses for any recent heroic actions, and an augment for boast) against a resistance representing the Hargar's current attitude to Joe. Any roll will present an outcome that either modifies Hargar's attitude or possibly gives Joe modifiers in future social gatherings. Sure I could go into great narrative detail about how well he sung, or how the warriors taunted him but it would all be based on that simple roll.

Now lets imagine that Joe's player has spent weeks of game time getting to this position, he has been doing the standard fairy tale thing of actively seeking heroism in order to win the girls hand. Joe's player may say "I want to really play this scene up. Its real important to Joe, and its his big chance to get the girl". Now to me this is music to my ears, I have an opportunity for real conflict, I can really play for the detail, and everyone can get involved.

So we start with Joe standing up and proudly proclaiming he has a song and we work out his starting skill as before.

But, I decide to widen the context of the scene to pull in the other players, and state that the resistance is the attention of the assembled longhouse, and that  Hargar's eventual opinion will be swayed by how well he performs to the crowd. The active members of the contest are Joe and Hargar, with potential modifiers from player actions and any important NPC actions that I care to introduce. Importantly relative AP levels will inform us of how the crowd is reacting at any time, and I choose a resistance (could be seen as a modifier to Hargar but it makes little difference) to reflect the fact that the crowd that has seen young guys stand up and sing before, it always ends badly when the older warriors start heckling.

Straight away we have an ideal situation for emergent story with plenty of peripheral detail that could inform elements of the plot in the long term.

Does Joe go for an initial gambit and sing of the previous glories of the warriors, gambling that if he gets them on side early things will go smoothly, do the other player characters just cheer and support or do they subtly draw other peoples attention. Does a PC who knows the prepared song sit with the warriors and attempt to sway their reactions. Does a previously unnoticed love rival try and detract from the song with inappropriate laughter. Does Hargar act against Joe with calls for more beer and less song. At just the right moment, can Joe attempt to drag a tear from Hagar's wife, a notorious battleaxe with little emotion.

At all times, I will ask the players to tell me what they are doing and why, and I hold total say on what the AP bids are, this way the players will try and phrase their actions in a dramatic manner to get bigger bids or bonuses. I will do the same with NPCs.

Sure each of the individual actions could potentially be simple contests, but in a film or book these details would be used to highlight the drama, and the AP mechanic gives the narrator an ideal way to present all of these elements and still be involved in a meaningful mechanical contest.

The outcome may be very similar to the first contest, but the seeds for further conflict and drama have been presented throughout, and a real feeling of how the crowds reaction changed can be produced that brings deeper meaning to the scene.

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On 9/20/2006 at 7:42pm, Valamir wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

I think maybe you guys are talking past each other.

Correct me if I'm wrong Fred, but I imagine you'd handle such a scene in much the same manner as Jamie just described.  Only instead of all of those supporting actions being rolled as part of an Extended Contest and using the results to shift the points around you'd just roll each as its own simple contest and use the results to augment the final roll.

After all an extended contest is essentially just a series of simple contests which substitute the action point subsystem for the augmentation sub system.

What you gain by doing this scene as just a series of simple contests is you don't have to introduce any new subsystems.  You don't have to worry about sorting out strange bidding effects and you can from initiation through resolution fairly systematically.  I suspect its also much easier to keep track of for online play because its much more methodical.

What you gain by doing this scene as an extended contest is the chance for any one of the intermediate rolls to really be the deal maker or deal breaker with a major AP shift instead of limiting all of the intermediate rolls to a fairly narrow range of augments.  You also get a bit more uncertainty as to when the contest will end as the AP shifts can bring a foe back into the fight, small bids can slow down the pace, big bids can finish it quickly.  Those could be potentially more dramatic...or potentially more tedious if the wrong contests are handled this way.  I also suspect its much more difficult to manage for online play because there's more to keep track of.

Is that a pretty accurate summary of the two?  Cuz I'm not really seeing much else going on.

Fred, is it possible that your strong preference for the series of simple contests is largely a result of you playing alot (predominantly?) on-line. 

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On 9/20/2006 at 10:29pm, Web_Weaver wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

Valamir wrote:
I think maybe you guys are talking past each other.


I don't think we are yet, I demonstrated a scene in order for others to explain how they would run such a scene.

What I want to get to is the differences, because I can't accept your statement:


After all an extended contest is essentially just a series of simple contests which substitute the action point subsystem for the augmentation sub system.


The mechanics will dictate how the contest proceeds. There will be differences, possibly subtle. You suggest the following:

[quote
What you gain by doing this scene as just a series of simple contests is you don't have to introduce any new subsystems.  You don't have to worry about sorting out strange bidding effects and you can from initiation through resolution fairly systematically.  I suspect its also much easier to keep track of for online play because its much more methodical.


This seems a strange statement, the online thing is valid and something I have considered too, but what makes AP bids strange? How is narrating the effects of APs changing any different from narrating a simple outcome? You only need worry about consistency, which is the same either way. I would suggest that worrying about carry-over modifiers is more awkward and to some extent more arbitrary. (Although Fred's system seems to automate that).


What you gain by doing this scene as an extended contest is the chance for any one of the intermediate rolls to really be the deal maker or deal breaker with a major AP shift instead of limiting all of the intermediate rolls to a fairly narrow range of augments.  You also get a bit more uncertainty as to when the contest will end as the AP shifts can bring a foe back into the fight, small bids can slow down the pace, big bids can finish it quickly.  Those could be potentially more dramatic...or potentially more tedious if the wrong contests are handled this way.  I also suspect its much more difficult to manage for online play because there's more to keep track of.
[\quote]

I can agree with most of this but I wouldn't sell extended contests with this line of reasoning. I do not see ECs as mathematical bidding contests. And I am wondering if this aspect is putting people off of them. They are not designed to be such, they are designed to help narrate the changes in fortune in a contest. If players are worrying about the size of bids then this will encourage the wrong style of play, tactics for their own sake.

My earlier, learning curve examples certainly show how they can be the wrong thing to use, so I certainly agree that you should pick and choose mechanics carefully. What I would like this thread to do is explore how the different techniques effect play, and discuss what works well where. Examples are the key I think, just chatting about perceptions only helps us know so much.

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On 9/20/2006 at 10:33pm, Web_Weaver wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

messed the quotes up there, didn't preview, but I think it is clear which part is which

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On 9/21/2006 at 9:27am, sebastianz wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

Correct me if I'm wrong Fred, but I imagine you'd handle such a scene in much the same manner as Jamie just described.  Only instead of all of those supporting actions being rolled as part of an Extended Contest and using the results to shift the points around you'd just roll each as its own simple contest and use the results to augment the final roll.


That is my impression as well. Fred's method, which I will call Staged Contest, appears to be an extended contest in disguise. There could be a major difference concerning the stage setting. But it sound to me that stages are not prefixed. Rather, they are added during play as long as it is interesting to do so. That leaves only one change: There are no APs, but instead we track modifications.
One thing that should be clear by now, is that it is misleading to say, Staged Contests would just be a linking of simple contests. First, none of the "contests" leads to resolution of the conflict, but only changes odds of success. Second, it uses a completely new system. Neither does it use the consequence system for simple contests nor is it a variable augment. Yes, it looks like a simple contest, but so do individual rolls during an extended contest.

Therefore I have to disagree with you, Ralph. You say
What you gain by doing this scene as just a series of simple contests is you don't have to introduce any new subsystems.  You don't have to worry about sorting out strange bidding effects and you can from initiation through resolution fairly systematically.  I suspect its also much easier to keep track of for online play because its much more methodical.

Point is: There is a new subsystem in place.

What you gain by doing this scene as an extended contest is the chance for any one of the intermediate rolls to really be the deal maker or deal breaker with a major AP shift instead of limiting all of the intermediate rolls to a fairly narrow range of augments.  You also get a bit more uncertainty as to when the contest will end as the AP shifts can bring a foe back into the fight, small bids can slow down the pace, big bids can finish it quickly.  Those could be potentially more dramatic...or potentially more tedious if the wrong contests are handled this way.  I also suspect its much more difficult to manage for online play because there's more to keep track of.

And I also cannot follow you here. It is true, in an extended contest someone can drop out of the conflict on the first roll. But using staged contests, you can also roll good and get a 1/3 bonus. That is quite a major shift. And contrary to extended contests, where at least the AP bid should fit the narration during initiation, there is no such requirement for staged conflicts. You have no mechanical support to express the daring or potential of an attempted action. That makes it harder to fit narration after the roll to the result.

Joe wants to sing a heroic song about his exploits at the next tribal moot in order to impress Hargar, the Father of his sweetheart.

Now, to merit posting, I will try to use Fred's system. If I misunderstood it, that will probably show.

1. Stage: The char has a relationship to his sweetheart? So, let's use the first stage for this. It is before singing anything, backstage if you will. The char meets his sweetheart there, they talk a bit, stuff that happens in movies or on television. The father comes there to get his child. A nice word, a smile. I use the relationship to soften the father. If I fail my roll, he hates me for going after his daughter. I augment my relationship with Good Looks, Tough Warrior and other stuff.

2. Stage: OK, singing commences. This is for using his Make a good first impression skill. Starting with something easy. The other PCs are in the crowd and will either augment by clapping or make this as a new stage. Can they bring the audience to cheer and clap or will it start to buh.

3. Stage: There is a rival in the crowd. So we use the relationship we have with him to pull a pun or to on his costs. All for entertainment, of course.

4. Stage: Now it is time for some heart. So the char uses his Soft Spot flaw to get in touch with his female side, on a good roll bringing the wife of the chief to tears, on a bad roll getting a new nickname.

5. Stage: Now, we are almost there. Time to appeal to the hard warriors. Using some sort of weapon skill or praising the strength of the clan or whatever we have to use.

6. Stage: Endgame. All we worked for comes now to a resolution. Can we impress the chief? Using all we have in store for that.

One question I have, though. Does the opposition get a chance to set its own stages or are they agreed upon? I only set the stages for the player.

Sebastian.

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On 9/21/2006 at 11:12am, Web_Weaver wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core


Now, to merit posting, I will try to use Fred's system. If I misunderstood it, that will probably show.


Cool, thanks for the effort you have put into this Sebastian, it gives me something to think about, and respond to.


One question I have, though. Does the opposition get a chance to set its own stages or are they agreed upon? I only set the stages for the player.


This was also in my mind when reading this, and has also been something I have considered when playing in a game where the GM used standard linked simple contests to represent a large melee. For me the above method makes perfect sense as it is, without complicating it with the opposition having stages of their own.

I will await the answer to this question before I comment on the method you have detailed, so note, everything else in this post is dealing with my own experience of standard linked contests, and is not meant as a critique of the above method.

In my view, for standard simple contests, one only has to provide a general statement of goals for the opposition, and make all rolls player focused with the NPC actions lending narrative and conflict to the resistance. But, the method can feel odd to some, and when this came up in the game I was a player in, the GM in question didn't see how this could work and stuck to a "your go : my go" technique. When I queried why the GM was concerned with the NPC actions another player asked me "what? You expect to just act and not have anything to react too?". Which is a different way of looking at it, but a debate that wasn't appropriate round the table, so I didn't persue the matter.

I think the reasoning here is based on strings of simple contests seeming a lot like standard combat in more traditional roleplaying games. The GM in question tends to have NPC skill lists to play with. This encourages the GM to think in "rounds of combat" rather than discreate conflict issues. I don't see a mechanical difference in making all rolls based on the player character, and for me I would be selecting resistance to reflect the story and so would not really have NPC skills to utilise anyway.

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On 9/21/2006 at 12:50pm, soru wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

I think it helps clarifies things if you put Fred's system into the same terms as standard extended contests.

1. you start with 0 AP, instead of =skill AP.

2. each contest round, you win or lose AP porportional to the value of the skill used, instead of proportianal to a stake.

3. the contest doesn't end when you hit 0AP. Instead, the GM picks one round to be the 'decisive' round.

4. in that round only, 1 AP may be traded for a +1 bonus.

5. the result of the decisive round is the result of the contest.

Of those, the idea that seems useful is the 'decisive round'. Sometimes you run out of ideas for how a contest can continue, want it definitively end it and move on, but the dice won't cooperate.

Maybe there's a way to get the same effect within normal extended contests?

Perhaps after the decisive round, the winner is the one with the most AP?

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On 9/21/2006 at 1:41pm, Web_Weaver wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

Hi Soru,

I am most interested in your clarification, as I think I understand the system employed.

soru wrote:
Of those, the idea that seems useful is the 'decisive round'. Sometimes you run out of ideas for how a contest can continue, want it definitively end it and move on, but the dice won't cooperate.


This is exactly how my first example, with the unresolved conversation, played out. But the reason for the problems are not to do with ECs, but how I percieved them at the time. See my list of bullet points, specifically:

Make sure that the actions in the contest map to the mechanics with dramatic meaning, not as a gauge of who is winning.

If one applies this, one should never end up with a contest that seems to be hanging unresolved in the middle, that would suggest that the mechanics have beem appplied without making sure that everything maps across to the drama.


Maybe there's a way to get the same effect within normal extended contests?

Perhaps after the decisive round, the winner is the one with the most AP?


I think this would be far from an Extended Contest, and would encourage tactical bidding wars instead of a meaningful dramatic contest.

The real problem here, is that the rules as written do not really help explain how to do ECs with a narrativist agenda. In fact, the example "Big Fight", obscures the whole idea. I dont think that the example was written by Robin Laws, and it shows.

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On 9/22/2006 at 12:19pm, soru wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

Thinking about it, a cleaner way of implementing the idea of a 'decisive round' is this:

Take current AP totals, convert them to skills (i.e. 42 => 2W2). Roll then against each other, with the result being the overall contest result.

The neat thing is that a simple contest is then exactly the same as an extended contest with one, decisive round. By declaring a decisive round, you can, in effect, 'back out' of a decision to use an extended contest, without undoing the consequences of actions and rolls.

For example, you have a modern court case, lots of too and fro, but once all the arguments anyone can think of are made (or maybe the landlord calls time), the AP point totals end up as 19 vs 13.

So you say:

the judge sends the jury out to decide. Any last attempts to bribe or intimidate them?'

No? Ok.

*rolls 19 vs 13* 

Minor victory: OK, he is found guilty, with a 4 year sentence. See you all next week.

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On 9/22/2006 at 1:23pm, Vaxalon wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

You're still looking at this in narrow terms, as I see it.

Imagine you have a covert operation... there are people scattered all over the Black Knight's castle, each of which is tasked with accomplishing one part of a grand plan.

The Sneaky One is supposed to swim the moat, climb into the gatehouse and quietly incapacitate the guards so he can open the portcullis at the right moment.

The Dashing Hero is supposed to dress up as a mendicant to slip past the guards so he can get close to the Princess

The Archer is supposed to take out the lookout on the high tower.

The Burly Sidekick is supposed to ride in with the horses so everyone can get out safely

Each player has his own little conflict to resolve, each of which provides a modifier to the ultimate question, "Do we rescue the princess?"

I don't see EC's offering that kind of flexibility, since it's limited to a strictly linear progression.

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On 9/22/2006 at 2:28pm, sebastianz wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

Ah. That is a cool example, Fred.
But of course, there is totally no need for a new consequences system. It does remind me, though, of heroquesting and the stations there (p. 193-196). Have you thought of using that system? It does more or less the thing you describe but is much more intuitive when it comes to the size of the bonus, as it is based on the resistance. That is a way to build up towards the climax of a story, accumulating all those bonuses. That is not the role of the extended contest. It is there to finally resolve the climax in a satisfactorily manner. To use your example: After passing all those stations the characters (or only one of them as the main hero for this "heroquest") finally confront the guy holding the princess prisoner. Or they have to get her out of the castle. That is the dramatic high point and here the extended contest comes into play. Note, this is independent of scale. So, a whole quest could be sequenced into a handful of stations. Interestingly, I do not see this stageing as replacing extended contests, but rather as a way to support them. That merits the question how much use of the heroquesting rules should be made. Whether it is a mechanic that should be utilized outside of heroquests. But that probably merits its own thread.

Sebastian.

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On 9/22/2006 at 3:04pm, Web_Weaver wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

Vaxalon wrote:
I don't see EC's offering that kind of flexibility, since it's limited to a strictly linear progression.


Trust me, ECs are in no way a linear progression in my eyes, but oddly what you have just described is? I assumed that you don't predetermine stages, and consider each step to be dependant and reactive to the previous contests? But, the sequence that you describe seems to be predetermined.

I believe that your contests are heading in a very different direction style wise, from the style that I employ, and this seems to clinch the view that we are not describing the same thing with different mechanics as some people have suggested.

And, this probably indicates that we do, as you first suggested see the game very differently. In both the reasons to employ longer contests, and also in the style that those longer contests take.

Could I ask a few simple questions of you and anyone else following this discussion.

Multiple answers to each is OK (ie A&B) and extra info is OK too, but please try to pick at least one closest answer from each (except possibly Q3) before you provide your own even it that then requires clarification..

1: What factors in your game help determine your choice of longer or Extended Contests?

A: Situations of greater complexity
B: Situations with greater numbers of participants
C: Situations where a lot of actions can be rolled together for a larger goal
D: Situations where dramatic possibilities are heightened
E: Situations that are climactic or crucial to the story as a whole

2: How often do you utilise longer or Extended Contests in your games?

A: I rarely use them
B: Occasionally for pace
C: When everyone agrees
D: Regularly for emphasis
E: As often as possible

3. If you use ECs how do you interpret current AP totals in your games?

A: To tell who is winning
B: To tell which participant is closest to being knocked out of the contest
C: To give us a picture of where we each stand
D: As a dramatic pulse for the scene
E: As a guide for describing what is happening

4. If you always or sometimes avoid ECs why do you?

A: They don't help me tell the story
B: They take too long or are complicated
C: They seem to much like an unrelated game
D: I like to hold them back for special occasions
E: They encourage competitive play

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On 9/22/2006 at 6:24pm, Vaxalon wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

1: What factors in your game help determine your choice of longer or Extended Contests?


B: Situations with greater numbers of participants
C: Situations where a lot of actions can be rolled together for a larger goal

Mostly, I staged conflicts when I want to give multiple players around the table a way to strongly influence play.

2: How often do you utilise longer or Extended Contests in your games?


F: Whenever I want to give a role to multiple people, or when there's multiple orthogonal stakes.

4. If you always or sometimes avoid ECs why do you?


C: They seem to much like an unrelated game

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On 9/25/2006 at 1:04pm, Web_Weaver wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

Thanks Fred,

Your answers give me the proof that we are looking in opposite directions. We do not see the aims of longer contests the same way at all.

You appear to be concerned with extension when you feel that simple contests do not fully resolve the issues, due to complications of scale and complexity. But, I will only be interested in using Extended Contests when I or my players believe that there is something occurring of greater dramatic significance.

Lets consider a previous example, you will detail the rescuing of a princess as a sequence of tests. But, I would just narrate most of this and cut to the chase. For instance:

"So, you are determined to mount a rescue bid, OK lets set the scene. Bill, your character would probably have provided the perfect covert route into the castle and snuck everyone past the guards, (Do you want to roll for any of that? No OK I agree, this is right up your character's street) (repeat for other characters where appropriate with rolls only if there is disagreement) and you find yourself outside the princesses luxurious rooms with no guards on the door and sounds of pleasure emanating from inside."

Now I am not saying that your play has different dramatic content, just different emphasis. For me the issue is purely will the characters rescue a princess against her will. My hunch is, even if you introduced this same plot twist, you would probably have also done all the covert rolls too, because you want to emphasise that part too. This implies a different emphasis and outlook.

Now for me, the princesses rescue may turn into a extended contest at this point, but by declaring one we are agreeing on what is important to the ongoing drama of the story. The players may want to go all out to rescue her against her will, and have a dramatic argument / rampart hopping fight / race to the castle entrance, whatever, but it would be based on the dramatic impact of the situation. But, until we get to the moment of drama, I am not really interested in the system as it does not really help me, so I just scene frame to the point where the system can be employed to its best effect.

Complexity isn't an issue for me and neither is scale, all extended contests have the same amount of this, the difference is in dramatic pace. But, this is not a difference of extended system placement, (you to get in, me to get out), it is a difference of emphasis of why and when we are interested in extending the system or even employing it.

This is why, for you, replacing the EC system with something that does the same mechanical job with less complex workings is adequate to handle your play. But for me, that replacement would be a move in the opposite direction, towards mechanical emphasis and away from a more drama mixed with system style.

So, that said, I don't think we need explore the debate any further. We are talking about different things, and diverting from the original point of the thread which was to highlight a powerful way that ECs can be employed if you are inclined towards the style that they can promote. A style only hinted at in the actual text and not supported by examples, but a style that is more aligned with Narrativist game systems that are concerned with system/drama mapping. SCs only have this mapping in a small way, your method maps the same way as simple contests with an added meta-resolution mechanic.

In my suggested method, ECs are not about resolution, they are about dramatic exploration.

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On 9/25/2006 at 5:01pm, Vaxalon wrote:
RE: Re: Extended Contests - Mining HQs Narrativist core

I believe that you are misunderstanding, but I agree that there's little to be gained by going over the same ground again.

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