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Topic: Action, the Core Resolution or Just a Dull Habit?
Started by: Christopher Kubasik
Started on: 7/7/2003
Board: RPG Theory


On 7/7/2003 at 4:30am, Christopher Kubasik wrote:
Action, the Core Resolution or Just a Dull Habit?

Hi all,

This thread is picking up a new trail from Jack's Shark/Laser thread.

Ross asked, "I heartily agree. Do you have any ideas for resolution systems that are not violence based?"

Well, now, it all depends on what you mean by "resolution," but here are the systems that leaped into my mind when I read this question:

Sorcerer
Heroquest
The Pool
Over the Edge
Nobilis

Others on this site will be able to add quickly to the list, I'm sure.

The trick of these systems is that they're interested in story components, not mimicking or modeling discrete bits of physics. In other words, instead of trying to figure out a system to adjudicate a sword swing (so much mass, so much energy, so much resistence), they model "What's the coolest thing in a story happening now?" And that seldom has anything to do with what a character is doing. It usually has everything to do with *how* a character is doing something. And these games use mechanics that cover this aspect in spades.

So, in The Pool, for example, when a player succeeds on the roll, it's not a matter of whether his sword "hit" the target. The success allows him to describe how his character succeeded and start off a new set of narrative issues (if he so chooses). He's doing a chunk of narrative, not a discrete sword swing.

These games are *very* different in style and intent of what "success" means, and if anyone here is unfamiliar with them, you might want to start checking them out, because they turn the "assumptions" of RPGs on their heads.

And yes, aside from a few kinks that are sometimes unique to armed conflict, the core mechanic is used again and again for each one of them. Combat isn't what's being modelled, so this is easy. Story is what's being modelled, and so you simply use the same mechanics because as long as it's story, you're using the mechanics.

Christopher

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On 7/7/2003 at 4:41am, ross_winn wrote:
RE: Action, the Core Resolution or Just a Dull Habit?

I should also ask the qustion: are there any games that spend as much energy mapping the conflict resolution of social and intellectual conflicts as they do with combat, or physical conflicts. I don't think that any of the games in print do this. Most designers say that 'this has to be role-played' and 'we can't have mechanics for that'. Frankly I think this is bunk. By the way, Sorcerer does come closest, but still misses the mark.

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On 7/7/2003 at 4:54am, Christopher Kubasik wrote:
RE: Action, the Core Resolution or Just a Dull Habit?

But wait Ross,

Why do we need to "map" any of these conflicts. None of the above games "map" social or physical conflict. They map the resolution of "conflict" -- not the tiny pieces contained within. It's a very different assumption about how to go about resolving conflict.

Most of these debates about "giving social coflict" its due usually founder, as far as I'm concerned, on this matter of making a one-for-one model of social conflict resolution that matches physical conflict resoution. But why do this? At all? The systems I mention above skip over this matter entirely. They don't model physical combat at all the way we're used to assuming it has to be modelled. The Pool, in particular. (The Questing Beast is in print, if that matters to you, and uses the Pool as its mechanic. The Pool rules are available online.)

I remember my quest for trying to give social interaction it's due in "debating mechanics" and what not when working at game companies. I've learned since then that what I needed to do was leave the whole paradigm of "one notch, then another" notch conflict resolution behind.

And yes... Sorcerer, Heroquest, The Pool, Over the Edge all say, "use this mechanc to solve all conflicts." They do it in different ways, but that's it.

Christopher

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On 7/7/2003 at 12:10pm, Marco wrote:
RE: Action, the Core Resolution or Just a Dull Habit?

Christopher Kubasik wrote: Most of these debates about "giving social coflict" its due usually founder, as far as I'm concerned, on this matter of making a one-for-one model of social conflict resolution that matches physical conflict resoution. But why do this? At all?

Christopher


Because the excitement is either in the exercise* or the content.

In the case of a court-room drama, the interest comes from taking a person who appears terminally guilty and proving their innocence. In this case what's important is the content: you would not be satisfied with Reversal of Fortune if you did not see *how* Dershowitz made his case.

A system that can give you low-level-of-abstraction resutls for combat ("I hit him in the vitals!") will not as easily yeild the same level of abstraction for debate.

And for me that makes all the difference. And as you pointed out, it's hard to do.

-Marco
* There's no question that a good strategic system for determining the outcome of a debate could hold interest (move, counter-move, etc.)--but still, if the debate is the primary point of play, I don't see how it could be satisfying if the actual arguments weren't made. So I think a court-room resolution system would work well for a game where the PC's were lawyers but the point of the game wasn't the practice of law.

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On 7/7/2003 at 12:58pm, ethan_greer wrote:
RE: Action, the Core Resolution or Just a Dull Habit?

I haven't read it myself, but a friend of mine bought it - Dynasties and Demagogues is a d20 system sourcebook published by Atlas Games, and it has a detailed system for political intrigue that is set up similar to d20 combat. Might be worth checking out from a theoretical standpoint. Also, this thread has some interesting design ideas to the effect of modeling things other than combat using a combat-system-like set of rules and mechanics.

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On 7/7/2003 at 4:16pm, Mike Holmes wrote:
RE: Action, the Core Resolution or Just a Dull Habit?

Good Cites, Ethan. And Marco has a good point. If "System Does Matter", then if a game is "about" something other than Combat, then it should have mechanics that deal with that in proportion to what a game which was about Combat would. In order, at least, to satisfy players looking for the same high Points of Contact requirements (me). For me to say otherside would be hypocritical.

Marco's particular preferences aside, however, I think that one can handle any interesting subject mechanically and have it be engaging if the system does it correctly. And some few games already do, or are heading in that direction. Here are some examples:

The Mesopotamia project by myself and Gareth Martin, though it did not get off the ground was about social change over centuries. It was inspired by the work on The Kap by Mr. Elliot, which was going to be all exploration of setting (combat was considered as one of many equal elements, but only in terms of "war", IIRC, not in terms of personal conflict). I actually playtested his MARS game, and can attest that the focus on exploration and intrigue was fascinating. I know someone else in that group that was going to do a game about political intrigue in the Papacy. Had no stats or mechanics at all that weren't related to politicking. Climb a wall? GM's call.

Heck, looked at one way, Aria qualifies as being about, well, just about everything in equal doses (including stuff like World Creation). Multiverser, as MJ pointed out in the other thread, is also a bit about "Everything". Also, one could say that Paranoia was about Combat, but it was really about timing your assassinations well. Which had a dramatically different result (though it was surprising how "combatty" the combats would become).

OTE does have a combat system, despite itself. In fact, Tweet writes that he's putting in parts of it, like Armor, only grudgingly. Which is an interesting statement itself. Not much of a Combat system, but still...

Hero Wars is right on the edge along with Sorcerer. Basically the combat in these games is a simple extension of the regular mechanics. One could see the rules for Combat as merely expanded examples of one kind of conflict that the system handles. The question becomes to what extent spending time on Combat as an "example" becomes informative as to what sort of action should occur. I think it does inform people to an extent; however, I think that it happens to match well the level to which Combat is important in both these games (the fact that HW is descended from RM and has as little Combat emphasis as it does is amazing; some would claim that it's underdone).

I think that it's more interesting to note with Hero Wars that requiring Magic Keywords for characters means that the game is at least as much about magic as it is about combat, and magic in very interesting ways. So, as I see it, HW is very much your "standard fantasy" game, done in such a way as to not allow it's slight predilictions to get out of hand. Very nice, that.

I think that there have been a lot of games lately, here and elsewhere, that are exactly what the doctor ordered. More importantly, I think that Combat is being given more appropriate weight in games. Rather than eliminate it entirely as special, it's being made to do what it ought to for each game. In InSpectres, the Stress system covers Combat and anything stressful in a way that makes the game about, well, Stress. The Physical Conflict rules in MLwM end up with the character either more weary than he was, or hating himself more, making a stark thematic statement about violence (and in that game, it's just one sort of action with equal weight in the rules to several others).

So I think that we're headed there if not formly there yet.

Mike

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On 7/7/2003 at 5:28pm, Christopher Kubasik wrote:
RE: Action, the Core Resolution or Just a Dull Habit?

Hi Marco,

I wrote hastily in that last post. Yes. If one wanted a mechanic about debating... then there should be a cool mechanic about it. I simply jumped the rails and went off in my own direction of interest. Sorry about that.

Christopher

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On 7/7/2003 at 8:53pm, John Kim wrote:
RE: Action, the Core Resolution or Just a Dull Habit?

ross_winn wrote: I should also ask the qustion: are there any games that spend as much energy mapping the conflict resolution of social and intellectual conflicts as they do with combat, or physical conflicts. I don't think that any of the games in print do this. Most designers say that 'this has to be role-played' and 'we can't have mechanics for that'. Frankly I think this is bunk. By the way, Sorcerer does come closest, but still misses the mark.

I have some different cites: Thieves Guild (1984, from The Game Lords) is a game about fantasy-world thievery. It spends most of its time on resolution systems like lockpicking, pickpocketing, and so forth -- and comparatively little on combat. Admittedly this is still physical and not social/intellectual, however.

First edition Vampire: The Masquerade also comes close. It does have detailed rules for social and other conflicts, and comparatively little for combat. I think the social rules are about 2 pages and the combat rules are 2.5. This is not true of later editions, though.

I agree that, say, Over the Edge doesn't really fulfill your criteria. As I recall, OtE spends 2 or 3 pages explaining a generic mechanic, and then 2 or 3 pages in addition specifically on combat. This is actually similar proportions to many rules-heavy systems.

The thing is, the Vampire social mechanics are fairly dull (IMO). In general, I think that trying to make a mechanic for all possible social interactions results in too much abstractions. However, what might be interesting is mechanics aimed at particular social interactions (say a game about social climbing in a particular culture, and so forth).

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On 7/8/2003 at 12:44am, John Harper wrote:
RE: Action, the Core Resolution or Just a Dull Habit?

No time for a long response now, but I think the Wuthering Heights RPG definitely qualifies.

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On 7/9/2003 at 12:00am, Thomas Tamblyn wrote:
RE: Action, the Core Resolution or Just a Dull Habit?

Risus too.

It specificaly states that the exact same system is used for combat, horse racing, witty reparte, lawyers in court and feuding husbad/wife (or a similar selection of examples).

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On 7/9/2003 at 12:21am, Ben Lehman wrote:
Re: Action, the Core Resolution or Just a Dull Habit?

Christopher Kubasik wrote: Hi all,
Ross asked, "I heartily agree. Do you have any ideas for resolution systems that are not violence based?"

Sorcerer
Heroquest
The Pool
Over the Edge
Nobilis


Having played all of these except for The Pool (albeit to greater or lesser extent,) I can safely say that all of them have some focus on Combat above and beyond all other interactions (Nobilis comes VERY close, but doesn't get there.)

That said, I have RUN many games that don't focus on combat, at a systematic level. If I ever author my own system, it will take this approach to combat, or steal the highly tactical form of RoS, depending on design goals. Presently, this amounts to a generalized house rule.

The central problem with combat in RPGs is that, for whatever reason, game systems want to play out combat blow-by-blow, whereas other interactions are resolved by a single roll. One approach to changing this is to have other interactions be equally complex as combat. This tends to make such things lengthy and tedious, and I have yet to see it done right (although I haven't read Dynasties and Demagouges and I'm willing to be surprised.)

There is another approach, which (oddly) I have never seen anyone use -- make combat as simple as anything else. Thus, resolve it in a single simple contest. Allow margin of success to determine the outcome (injury, death, or such.) Or just let the victor determine the outcome and have a social contract enforce it. Say that, after one roll, combat "breaks up," unless both parties want it to continue, in which case it keeps going until one of them drops.

Come to think of it, two games come very close to this. The first is AD&D, which specifically states that each round is a minute long, and the combat rolls reflect a number of strikes. Sadly, the HP escalation in D&D prevents this reasonable philosophy from functioned. The second is Tunnels and Trolls, which I played a lot of as a kid, and resolves rounds in big dice-rolling parties that abstract vast amounts of combat. The cool thing about T&T is that this really works the way it is advertised.

The nice thing about this house rule is that it can be ported to any system with a unified resolution system, and it pretty much approximates the 10-20 nearly identical rolls that go into normal RPG combat. Want to make your Sorcerer combat simple for that non-combat driven setting? Just reduce physical conflict to a single Stamina roll, and give the winner a number of injury/death options depending on margin of success... Add in bonus dice for guns or knives.

Is there a combat system out there that behaves like this?

yrs--
--Ben

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On 7/9/2003 at 1:00am, Christopher Kubasik wrote:
RE: Action, the Core Resolution or Just a Dull Habit?

Hi Ben,

I might have misread/misplayed the rules on some of these games, but it seems to me they handle the criteria you describe one way or another. (Though, I'll happily concede, there are special rules for damage and armor on occassion. I consider this the price to be paid for player's concerns about their PC's health.)

So...

Sorcerer doesn't do combat blow by blow. It does it with a series of actions, however that's defined by the player. The success of these actions can be rolled into the next series of actions rolled for for bonuses.

The trick is, you can, and should do the same thing with any kind of dramtic conflict resolution.

Heroquest has a quick conflict resolution that can be used for any sort of conflict, and extended contests for... any sort of conflict.

OtE, yes, has a couple of kinks that try to make conflict different than, say, a debate. But I tossed them when I played it years ago. These special case rules for the game seemed an odd and desperate clinging to the ways RPGs are "supposed" to be. (I admit, this is an acknowledgement of your point. But the spirit of the OtE rules seemed to go a comopletely different direction, and I followed that spirit.)

When you write, "some focus on combat," I'd be curious to hear more about that. Because I don't see these games as having a focus on combat. But I might be, again, misreading the text.

Christopher

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On 7/9/2003 at 3:50am, ross_winn wrote:
RE: Action, the Core Resolution or Just a Dull Habit?

Mike Holmes wrote: Good Cites, Ethan. And Marco has a good point. If "System Does Matter", then if a game is "about" something other than Combat, then it should have mechanics that deal with that in proportion to what a game which was about Combat would. In order, at least, to satisfy players looking for the same high Points of Contact requirements (me). For me to say otherside would be hypocritical.


This was the angle I was also approaching from. Sorry I wasn't more clear.

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On 7/9/2003 at 5:19am, Lxndr wrote:
RE: Action, the Core Resolution or Just a Dull Habit?

Christopher Kubasik wrote: Sorcerer doesn't do combat blow by blow. It does it with a series of actions, however that's defined by the player. The success of these actions can be rolled into the next series of actions rolled for for bonuses.

The trick is, you can, and should do the same thing with any kind of dramtic conflict resolution.


Sorcerer comes pretty close to doing combat blow by blow, what with actions in combat/dramatic situations defined as something that "...takes about two seconds." While that is mitigated by your commentary that you can, and should, do the same thing with any kind of dramatic conflict resolution, nonetheless the book as written does take a lot of time to describe combat in particular. Even more if you include the discussion of damage and armor and the like.

On the other hand...I don't believe Sorcerer has "focus on combat above and beyond all other interactions." I say this because it is somewhat evident that Sorcerer's focus is, if anything, the sorcerous rituals and humanity (and as an aside, demons). More time, system, and page count is spent describing those rituals, humanity, and demons than there is handling combat, damage and weapons. And yes, I am making a direct comparison there. Combat = Rituals; Damage = Humanity; Demons = Weapons. Think about it. :D

Now, having read Nobilis, I have to say it takes more time, and puts more emphasis, systematically, on what-you-can-do-with-your-miracles than it does how-to-deal-with-combat-and-damage. On the other hand, their beautiful example of play involves quite a large, showy, over-the-top running-on-bullets combat, which could be seen as a combat focus.

OtE, it's been too long.

HeroQuest, I've never seen.

The Pool: No focus, whatsoever, on Combat. No special rules for it, no precise system to handle damage apart from maybe character death (but that's optional), nothing. It is as simple as anything else. It resolves in as many contests as desired, from one to thousands. The victor of the contest determines the outcome via social contract.

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On 7/9/2003 at 6:07am, Christopher Kubasik wrote:
RE: Action, the Core Resolution or Just a Dull Habit?

Hi Alexander,

You're quite right about the Sorcerer rules as printed. I was working more from what I've read around these threads. The game works best when dealing in terms of "conflict resolution" rather than "task resolution" (ie blow by blow). This has been a change playing styles of the designer and new thinking about the game specifically from the time of its writing to now.

So, again, the rules say one thing, and I concede that. But the designer of the game now suggests something else, which is how I now play.

Christopher

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On 7/9/2003 at 8:01am, John Kim wrote:
RE: Action, the Core Resolution or Just a Dull Habit?

Lxndr wrote: On the other hand...I don't believe Sorcerer has "focus on combat above and beyond all other interactions." I say this because it is somewhat evident that Sorcerer's focus is, if anything, the sorcerous rituals and humanity (and as an aside, demons). More time, system, and page count is spent describing those rituals, humanity, and demons than there is handling combat, damage and weapons. And yes, I am making a direct comparison there. Combat = Rituals; Damage = Humanity; Demons = Weapons. Think about it. :D

I'd agree with this, but I would add that focus on magic over combat isn't very new. For example, 1st edition AD&D also spent far more time on magic than on combat. However, Ross' question specifically was "Are there any games that spend as much energy mapping the conflict resolution of social and intellectual conflicts as they do with combat, or physical conflicts?"

On the one hand, there are definitely games which define a generic resolution method which can be used for combat as well as social interactions. Some of these spend extra time detailing this for combat without spending equivalent time on social/intellectual conflict, such as Over the Edge. Others do not, such as Risus. However, even those others I would question a bit. For example, Risus defines its resolution as "combat" which is broken down into "attacks" which do "damage", and it has rules for PCs grouping into additive teams. While it ostensibly applies just as well to seduction as to physical combat, I am somewhat doubtful. I'm trying to imagine the interaction of the team rules and seduction, and it makes for a very icky mental picture.

The point is, even if the rules claim that they are generic for all conflict, they still can be biased towards physical combat. Social and intellectual conflicts often have very different dynamics to them. For example, teams are frequently not additive. The nature of damage is also quite different. So while I allow for the possibility of a system that works equally well for all three, a generic system might also just be applying principles from physical conflict and forcing them onto other conflict.

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On 7/9/2003 at 9:30am, M. J. Young wrote:
RE: Re: Action, the Core Resolution or Just a Dull Habit?

Ben Lehman wrote: The central problem with combat in RPGs is that, for whatever reason, game systems want to play out combat blow-by-blow, whereas other interactions are resolved by a single roll.....

There is another approach, which (oddly) I have never seen anyone use -- make combat as simple as anything else. Thus, resolve it in a single simple contest. Allow margin of success to determine the outcome (injury, death, or such.) Or just let the victor determine the outcome and have a social contract enforce it. Say that, after one roll, combat "breaks up," unless both parties want it to continue, in which case it keeps going until one of them drops.....

Is there a combat system out there that behaves like this?

Legends of Alyria.

If an action is not opposed, it is automatic.

When an action is opposed, it results in a conflict. This is not combat, specifically, but conflict. Each character then picks one (of three) attributes which will be the basis of his effort, and states why that will be the basis. That is, Force: I'm going to threaten him with physical harm; Determination: I'm going to stand firm and not back down. Insight: I'm going to show him the error of his ways. Players have two options. One is that a player can activate a trait, either his own or his opponents, either in his favor or against his opponent. An activated trait replaces the value of the attribute. The other is either side may spend a metagame point to take the resolution out of the hands of the dice and have it automatically resolved--an inspiration point causes it to be resolved for good, and a corruption point for evil, in an ultimate sense (that is, not for the good or ill of either character specifically). Once it's determined what the values are, each side rolls against his opponent's score. If one side wins and the other loses, the conflict is resolved in that direction, measured subjectively by the difference in scores. If both sides lose, the conflict is unresolved (it may or may not continue, as the parties prefer). If both sides win, the superior win succeeds, but the inferior win gains something (ties are broken according to which side had the higher target value needed to roll).

Thus a single roll determines the outcome of most confrontations, whether expressed as a slight and a cold stare at a party, a public debate in the town square, or an armed confrontation on a highway in the wilderness.

One detail: no character dies unless that player chooses it.

Does that do what you mean?

--M. J. Young

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On 7/9/2003 at 3:10pm, Mike Holmes wrote:
RE: Action, the Core Resolution or Just a Dull Habit?

The point is, even if the rules claim that they are generic for all conflict, they still can be biased towards physical combat.
This is very true. Again, I agree that Sorcerer, and Hero Wars both have slight slants in that direction, but less so than most other games. Risus and Alyria are purely Conflict resolution systems with no particular bias.

There is the question of what constitutes a bias. I'll use my Synthesis system as an example because it skirts one line. That is, the system has absolutely no special rules for fighting at all. But in the text, I do have an example of how to use the Conflict resoution rules that run along with them, and that example happens to be a fight. That's a sort of bias I suppose.

Basically we have several levels of "bias" here:
1. Rolemaster/TROS - games that are specifically about combat in no uncertain terms. The majority of the rules regard nothing but combat. I like this level, no ambiguity.
2. D&D - lots of rules about everything including combat, but a reward system that's focused on fighting. In 3rd edition, they try to work out this bias, but tagging creatures with CRs is like putting dollar signs on them in terms of getting folks to kill them. And the vast majority of abilities are arranged around combat effectiveness, so the rewrd system is aimed at increasing character effectiveness in combat.
3. Paranoia/OTE - rules about combat are added, because, well, don't all RPGs have a combat system? The game is ostensibly about other things, and in fact the combat bias gets overrode in many or most cases by the main thrusts of situation. Begs the question why games like this need combat systems at all, however. Oh, yes, there ought to be combat in Paranioa, but there doesn't need to be a separate system for it at all. In fact, the only rules that I'd keep specific to combat is how rank makes you more effective (better color reflec armor, for instance), which reinforces the main thrust of the game, not detailed combat.
4. Hero Wars - Games that have universally applicable systems but have some small rules that pertain to how the system is particularly used in combat situations. In HW's case, it's what level of negative AP or failure case what level of incapacitation. Often this is the last thing left that looks like combat rules, basically stuff that makes it impossible for the GM to arbitrarily kill off characters on interperetation of results.
5. Synthesis - bias by example. Almost identical to level six in some ways.
6. Risus - oddly this game does have a strange little bias. In claiming that it's system is used for everything, the experienced player knows that it's saying that it's not "just for combat". Almost like it's in denial that it's a combat system. I mean why mention that it's used for x, y, and z if not to say that it's not just for y? Basically the text has no bias at all, but given that it's the context of the sea of RPGs that exist, we sense the bias. Nothing an author can do about that really, except to not make that statment that the game does about what reolution is used for. But that's potentially confusing to the traditional player, and the experienced player still knows what it descends from.

There is a level 7, but I can't think of an actual example (not that one doesn't exist, but I'm not coming up with one right now; Munchausens?). That's the game where there is no Conflict resolution system at all. Where the determinants of the in-game reality aren't based on some method of adjudicating the success of competitors. Freeform deviod of other RPG tradition probably counts here.

Is there a combat system out there that behaves like this?


Ben, this point is sorta what I was getting at with Mike's Standard Rant #3 - Combat Systems. People don't even realize that there are levels other than level 2 or their close proximities. Apparently you've already taken the Red pill, Ben; good for you.

There are indeed systems that work this way, and more coming all the time. Hero Wars is a cool example, as pointed out above. Basically if I don't want a particular combat to drag out, I do it as a simple contest, one roll, and it's over. As Chris points out, Conflict vs. Task resolution.

Mike

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On 7/13/2003 at 2:35pm, Ben Lehman wrote:
RE: Action, the Core Resolution or Just a Dull Habit?

I'm aware that this thread has since gone and spawned other little threadlets, but I wanted to post some arguments and restatements for posterity before it pass into entirely obscurity.

First of all, I cannot comment on a game except on how it is written. For instance, Over the Edge has a combat system, for better or for worse. Most of the game's players think this is dumb, and take it out. Nonetheless, Over the Edge has a combat system, and thus there is a systematical focus on combat as "more special" than other interactions.

Second, "Above and beyond other interactions" was a really poor choice of words, and not exactly what I meant. What I meant was "above and beyond normal interactions," where "normal interactions" are the baseline resolution of the system. For instance, Sorcerer has complex initiative, rounds, and damage system which means that combat's search and handling time is considerably larger than, say, bartering in a store. It is not as complex as sorcery.

Thus, Nobilis is focused on Miracles (they are the standard action of the game) BUT it has a slight focus on physical combat because one of the few special rules outside of the miracle system is for physical damage. That said, this isn't inappropriate for the game, it just means that it has some extra focus on combat.

Mike: Yup, that's pretty much what I'm talking about. I haven't used the parapalegic example, but I've come pretty close.

Sidenote:
One thing that I've found with my players is that, in general, they feel that a longer, extended combat challenge is "more fair" than a single roll. I do not understand this -- they are the same dicerolls, and rolling more times just normalizes it. Can anyone explain this attitude to me?

Sidenote 2:
One major issue that I have with game designers is that they seem to conflate "interesting" with "heavy system." Thus we get monstrosities like the Storyteller social system: "If D&D has a bunch of combat mechanics, that means combat is important to them [true.] Thus, if we have a bunch of social mechanics, it will mean that human interactions are more important to us than combat [false.]"
Generally speaking (and in my opinion, of course), certain things (like combat, farming, and perhaps others...) can benefit from crunchy, fiddly, strangely complex systems. Other things, like social interactions, really can't. What is the difference between the first and the second category?

yrs--
--Ben

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On 7/13/2003 at 8:11pm, Jeph wrote:
RE: Action, the Core Resolution or Just a Dull Habit?

Heh. A while back (a year?) I posted a Hitch Hiker's Guide to the Galaxy d20 Conversion over at ENWorld. Don't know if it's still there, but the entire section on weapons basically said "Only jerks carry guns. They do large, completely arbitrary amounts of damage, and piss people off." Contrarywise, the section on Annoying Other People was quite long, basically applying d20 combat to a social situation in which the goal is to get the other guy to break down and jibber like mad, so that you can make fun of them. I think elevators did something like 4d6+3 SAN damage, critcal x3, and the damage could not be healed until you left the building.

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On 7/14/2003 at 2:23am, M. J. Young wrote:
RE: Action, the Core Resolution or Just a Dull Habit?

Ben Lehman wrote: One thing that I've found with my players is that, in general, they feel that a longer, extended combat challenge is "more fair" than a single roll. I do not understand this -- they are the same dicerolls, and rolling more times just normalizes it. Can anyone explain this attitude to me?

I think so. It is certainly possible to make a system whereby you live or die by a single roll. It also makes combat extremely hazardous and unpredictable. Even if you can only die by rolling a 3 on 3d10, there's that 1/1000 chance that you're going to die when you throw the dice. Now, if you've got to be hit at least three or four times, and there's a chance due to secondary damage calculations that this won't kill you either, then you can survive. It means that your opponent probably isn't going to fall on the first strike, either; but that's the cost for your own safety. People don't want combat systems that will kill them quickly, unless they're playing in something like Unknown Armies where the point is that you can die fast and horribly at any moment so you have to take other kinds of precautions to stay alive (like, don't get in a fight if you can avoid it).

In short, you spend a lot of time in some games building up a character whose power base is built on the fact that the odds are in his favor. The more rolls you have to make to kill such a character, the less likely it is that a streak of bad dice luck will finish him.
Ben then wrote: Generally speaking..., certain things (like combat, farming, and perhaps others...) can benefit from crunchy, fiddly, strangely complex systems. Other things, like social interactions, really can't. What is the difference between the first and the second category?

I think the difference lies in the degree to which success is in the imaginary sphere.

That is, a game could benefit from a lot of detail about driving techniques, how the car moves, doing special turns, and all the fancy stuff you see in action films and such. Get a rating in how well you do these things (individually or collectively) and roll the dice to see whether you succeed, or just how badly you did and what you have to do about it now. It's all in the imagination, in the world we're creating between us.

Compare that to a debate between two characters about an issue. We could try to set up a detailed system whereby a character can attempt to use a fallacy, or can call an opponent on a fallacy, or can marshal statistics or refute statistics or move an audience emotionally or appeal to reason, and then roll the dice, and figure out who won the debate. Yet at that point, what we don't know is, what the heck happened? That is, the content of the driving was the motion of the car; but the content of the debate was the information that passed between the participants. "You won the debate." "Great; what did I say?" It fails because the content of the contest is not in the imaginary space unless we create it in the real space; and the mechanics can't do that.

Does that help?

--M. J. Young

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On 7/14/2003 at 2:39am, Marco wrote:
RE: Action, the Core Resolution or Just a Dull Habit?

In my book yer on a roll tonight, MJ. You articulated exactly what I was trying to get to in the Lawyers and Debates thread.

Another reason to dislike 1-roll combat: if the system in question involves tactics or strategy (or even retreat) multi-turn combat can allow for a change in strategy ("Run away!"). With one roll, that's out of your hands.

-Marco

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On 7/14/2003 at 7:30pm, Mike Holmes wrote:
RE: Action, the Core Resolution or Just a Dull Habit?

Interestingly, what Hero Wars does is say that all contests can be resolved either using a short method, or a long method. So it doesn't matter what the contest is like, you can decide on the spot how much Drama needs to go into the moment, and use the appropriate mechanic. So if you don't think that you can do a particular debate using the extended mechanics, you don't have to. If you want to make sure that tactical options and changes in strategy are open to your character, then you use the extended method for your combat. Just like people seem to be prefering.

OTOH, I've done battles of Shakespear-like banter and other such non-combat stuff as extended conflicts, and it works like a charm. And combats with throawaway villains I resolve in one roll, to the player's delight. So it allows versatility to go for the method that makes the most sense in each particular case.

Mike

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On 7/19/2003 at 5:05am, Mortaneus wrote:
RE: Re: Action, the Core Resolution or Just a Dull Habit?

Ben Lehman wrote:
Christopher Kubasik wrote:
There is another approach, which (oddly) I have never seen anyone use -- make combat as simple as anything else. Thus, resolve it in a single simple contest. Allow margin of success to determine the outcome (injury, death, or such.) Or just let the victor determine the outcome and have a social contract enforce it. Say that, after one roll, combat "breaks up," unless both parties want it to continue, in which case it keeps going until one of them drops.


Here's one that uses a single roll to determine the results of a combat: Children of Fire

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